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3 Commits

Author SHA1 Message Date
kaltokri
4c66fd7cab Renamed basic.md to concepts.md and added more text 2024-01-22 17:36:32 +01:00
kaltokri
80f76b26c2 Small fixes in advanced guide 2024-01-19 16:57:33 +01:00
kaltokri
4e956c3203 New guides added 2024-01-19 11:41:09 +01:00
142 changed files with 8281 additions and 19572 deletions

View File

@@ -5,8 +5,6 @@ on:
branches:
- master
- develop
- Apple/Develop
paths:
- 'Moose Setup/**/*.lua'
- 'Moose Development/**/*.lua'
@@ -49,7 +47,6 @@ jobs:
- name: Update apt-get (needed for act docker image)
run: |
sudo rm /etc/apt/sources.list.d/microsoft-prod.list
sudo apt-get -qq update
- name: Install tree

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@@ -33,7 +33,7 @@ jobs:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
uses: actions/checkout@v3
- name: Setup Ruby
uses: ruby/setup-ruby@v1
with:
@@ -43,7 +43,7 @@ jobs:
working-directory: docs/
- name: Setup Pages
id: pages
uses: actions/configure-pages@v4
uses: actions/configure-pages@v3
- name: Build with Jekyll
# Outputs to the './_site' directory by default
run: bundle exec jekyll build --baseurl "${{ steps.pages.outputs.base_path }}"
@@ -52,7 +52,7 @@ jobs:
working-directory: docs/
- name: Upload artifact
# Automatically uploads an artifact from the './_site' directory by default
uses: actions/upload-pages-artifact@v3
uses: actions/upload-pages-artifact@v1
with:
path: docs/_site/
@@ -66,13 +66,13 @@ jobs:
steps:
- name: Deploy to GitHub Pages
id: deployment
uses: actions/deploy-pages@v4
uses: actions/deploy-pages@v1
check:
runs-on: ubuntu-latest
needs: deploy
steps:
- name: Setup Node
uses: actions/setup-node@v4
uses: actions/setup-node@v3
- run: npm install linkinator
- run: npx linkinator https://flightcontrol-master.github.io/MOOSE/ --verbosity error --timeout 5000 --recurse --skip "(java.com)" --retry-errors --retry-errors-count 3 --retry-errors-jitter

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@@ -1953,7 +1953,7 @@ local function refct_from_id(id) -- refct = refct_from_id(CTypeID)
unsigned = refct.unsigned,
size = bit.band(bit.rshift(ctype.info, 16), 127),
}
refct.bool, refct.const, refct.volatile, refct.unsigned = nil, nil, nil, nil
refct.bool, refct.const, refct.volatile, refct.unsigned = nil
end
if CT[4] then -- Merge sibling attributes onto this type.

View File

@@ -17,9 +17,7 @@
--- The AI_A2A_CAP class implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
-- ![Banner Image](..\Images\deprecated.png)
--
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
--
-- The AI_A2A_CAP is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_CAP process can be started using the **Start** event.

View File

@@ -32,9 +32,7 @@
-- [DCS WORLD - MOOSE - A2A GCICAP - Build an automatic A2A Defense System](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0S4KMNUUJpaUs6zZHjLKNx)
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
--
-- # QUICK START GUIDE
--
-- There are basically two classes available to model an A2A defense system.
@@ -1153,14 +1151,14 @@ do -- AI_A2A_DISPATCHER
local AirbaseName = EventData.PlaceName -- The name of the airbase that was captured.
self:T( "Captured " .. AirbaseName )
self:I( "Captured " .. AirbaseName )
-- Now search for all squadrons located at the airbase, and sanitize them.
for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do
if Squadron.AirbaseName == AirbaseName then
Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
Squadron.Captured = true
self:T( "Squadron " .. SquadronName .. " captured." )
self:I( "Squadron " .. SquadronName .. " captured." )
end
end
end
@@ -1830,7 +1828,7 @@ do -- AI_A2A_DISPATCHER
self:SetSquadronCapInterval( SquadronName, self.DefenderDefault.CapLimit, self.DefenderDefault.CapMinSeconds, self.DefenderDefault.CapMaxSeconds, 1 )
self:T( { CAP = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, Zone, PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageAltType } } )
self:I( { CAP = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, Zone, PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageAltType } } )
-- Add the CAP to the EWR network.
@@ -2087,7 +2085,7 @@ do -- AI_A2A_DISPATCHER
Intercept.EngageCeilingAltitude = EngageCeilingAltitude
Intercept.EngageAltType = EngageAltType
self:T( { GCI = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
self:I( { GCI = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
end
--- Set squadron GCI.
@@ -3002,17 +3000,17 @@ do -- AI_A2A_DISPATCHER
for FriendlyDistance, AIFriendly in UTILS.spairs( DefenderFriendlies or {} ) do
-- We only allow to ENGAGE targets as long as the Units on both sides are balanced.
if AttackerCount > DefenderCount then
--self:T("***** AI_A2A_DISPATCHER:CountDefendersToBeEngaged() *****\nThis is supposed to be a UNIT:")
--self:I("***** AI_A2A_DISPATCHER:CountDefendersToBeEngaged() *****\nThis is supposed to be a UNIT:")
if AIFriendly then
local classname = AIFriendly.ClassName or "No Class Name"
local unitname = AIFriendly.IdentifiableName or "No Unit Name"
--self:T("Class Name: " .. classname)
--self:T("Unit Name: " .. unitname)
--self:T({AIFriendly})
--self:I("Class Name: " .. classname)
--self:I("Unit Name: " .. unitname)
--self:I({AIFriendly})
end
local Friendly = nil
if AIFriendly and AIFriendly:IsAlive() then
--self:T("AIFriendly alive, getting GROUP")
--self:I("AIFriendly alive, getting GROUP")
Friendly = AIFriendly:GetGroup() -- Wrapper.Group#GROUP
end
@@ -3954,7 +3952,7 @@ end
do
-- @type AI_A2A_GCICAP
--- @type AI_A2A_GCICAP
-- @extends #AI_A2A_DISPATCHER
--- Create an automatic air defence system for a coalition setting up GCI and CAP air defenses.
@@ -4324,23 +4322,23 @@ do
-- Setup squadrons
self:T( { Airbases = AirbaseNames } )
self:I( { Airbases = AirbaseNames } )
self:T( "Defining Templates for Airbases ..." )
self:I( "Defining Templates for Airbases ..." )
for AirbaseID, AirbaseName in pairs( AirbaseNames ) do
local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE
local AirbaseName = Airbase:GetName()
local AirbaseCoord = Airbase:GetCoordinate()
local AirbaseZone = ZONE_RADIUS:New( "Airbase", AirbaseCoord:GetVec2(), 3000 )
local Templates = nil
self:T( { Airbase = AirbaseName } )
self:I( { Airbase = AirbaseName } )
for TemplateID, Template in pairs( self.Templates:GetSet() ) do
local Template = Template -- Wrapper.Group#GROUP
local TemplateCoord = Template:GetCoordinate()
if AirbaseZone:IsVec2InZone( TemplateCoord:GetVec2() ) then
Templates = Templates or {}
table.insert( Templates, Template:GetName() )
self:T( { Template = Template:GetName() } )
self:I( { Template = Template:GetName() } )
end
end
if Templates then
@@ -4356,13 +4354,13 @@ do
self.CAPTemplates:FilterPrefixes( CapPrefixes )
self.CAPTemplates:FilterOnce()
self:T( "Setting up CAP ..." )
self:I( "Setting up CAP ..." )
for CAPID, CAPTemplate in pairs( self.CAPTemplates:GetSet() ) do
local CAPZone = ZONE_POLYGON:New( CAPTemplate:GetName(), CAPTemplate )
-- Now find the closest airbase from the ZONE (start or center)
local AirbaseDistance = 99999999
local AirbaseClosest = nil -- Wrapper.Airbase#AIRBASE
self:T( { CAPZoneGroup = CAPID } )
self:I( { CAPZoneGroup = CAPID } )
for AirbaseID, AirbaseName in pairs( AirbaseNames ) do
local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE
local AirbaseName = Airbase:GetName()
@@ -4370,7 +4368,7 @@ do
local Squadron = self.DefenderSquadrons[AirbaseName]
if Squadron then
local Distance = AirbaseCoord:Get2DDistance( CAPZone:GetCoordinate() )
self:T( { AirbaseDistance = Distance } )
self:I( { AirbaseDistance = Distance } )
if Distance < AirbaseDistance then
AirbaseDistance = Distance
AirbaseClosest = Airbase
@@ -4378,7 +4376,7 @@ do
end
end
if AirbaseClosest then
self:T( { CAPAirbase = AirbaseClosest:GetName() } )
self:I( { CAPAirbase = AirbaseClosest:GetName() } )
self:SetSquadronCap( AirbaseClosest:GetName(), CAPZone, 6000, 10000, 500, 800, 800, 1200, "RADIO" )
self:SetSquadronCapInterval( AirbaseClosest:GetName(), CapLimit, 300, 600, 1 )
end
@@ -4386,14 +4384,14 @@ do
-- Setup GCI.
-- GCI is setup for all Squadrons.
self:T( "Setting up GCI ..." )
self:I( "Setting up GCI ..." )
for AirbaseID, AirbaseName in pairs( AirbaseNames ) do
local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE
local AirbaseName = Airbase:GetName()
local Squadron = self.DefenderSquadrons[AirbaseName]
self:F( { Airbase = AirbaseName } )
if Squadron then
self:T( { GCIAirbase = AirbaseName } )
self:I( { GCIAirbase = AirbaseName } )
self:SetSquadronGci( AirbaseName, 800, 1200 )
end
end

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@@ -19,8 +19,6 @@
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_A2A_GCI is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_GCI process can be started using the **Start** event.
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.

View File

@@ -15,8 +15,6 @@
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_PATROL\Dia3.JPG)
--
-- The AI_A2A_PATROL is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_PATROL process can be started using the **Start** event.

View File

@@ -16,9 +16,7 @@
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- ![Banner Image](..\Images\deprecated.png)
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE

View File

@@ -19,8 +19,6 @@
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--

View File

@@ -36,8 +36,6 @@
--
-- # QUICK START GUIDE
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The following class is available to model an A2G defense system.
--
-- AI_A2G_DISPATCHER is the main A2G defense class that models the A2G defense system.
@@ -906,14 +904,14 @@ do -- AI_A2G_DISPATCHER
-- @type AI_A2G_DISPATCHER.DefenseCoordinates
-- @map <#string,Core.Point#COORDINATE> A list of all defense coordinates mapped per defense coordinate name.
-- @field #AI_A2G_DISPATCHER.DefenseCoordinates DefenseCoordinates
--- @field #AI_A2G_DISPATCHER.DefenseCoordinates DefenseCoordinates
AI_A2G_DISPATCHER.DefenseCoordinates = {}
--- Enumerator for spawns at airbases.
-- @type AI_A2G_DISPATCHER.Takeoff
-- @extends Wrapper.Group#GROUP.Takeoff
-- @field #AI_A2G_DISPATCHER.Takeoff Takeoff
--- @field #AI_A2G_DISPATCHER.Takeoff Takeoff
AI_A2G_DISPATCHER.Takeoff = GROUP.Takeoff
--- Defines Landing location.
@@ -944,7 +942,7 @@ do -- AI_A2G_DISPATCHER
-- @type AI_A2G_DISPATCHER.DefenseQueue
-- @list<#AI_A2G_DISPATCHER.DefenseQueueItem> DefenseQueueItem A list of all defenses being queued ...
-- @field #AI_A2G_DISPATCHER.DefenseQueue DefenseQueue
--- @field #AI_A2G_DISPATCHER.DefenseQueue DefenseQueue
AI_A2G_DISPATCHER.DefenseQueue = {}
--- Defense approach types.
@@ -1138,7 +1136,7 @@ do -- AI_A2G_DISPATCHER
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:onafterStart( From, Event, To )
self:GetParent( self ).onafterStart( self, From, Event, To )
@@ -1149,7 +1147,7 @@ do -- AI_A2G_DISPATCHER
for Resource = 1, DefenderSquadron.ResourceCount or 0 do
self:ResourcePark( DefenderSquadron )
end
self:T( "Parked resources for squadron " .. DefenderSquadron.Name )
self:I( "Parked resources for squadron " .. DefenderSquadron.Name )
end
end
@@ -1203,7 +1201,7 @@ do -- AI_A2G_DISPATCHER
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:ResourcePark( DefenderSquadron )
local TemplateID = math.random( 1, #DefenderSquadron.Spawn )
local Spawn = DefenderSquadron.Spawn[ TemplateID ] -- Core.Spawn#SPAWN
@@ -1220,33 +1218,33 @@ do -- AI_A2G_DISPATCHER
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_A2G_DISPATCHER:OnEventBaseCaptured( EventData )
local AirbaseName = EventData.PlaceName -- The name of the airbase that was captured.
self:T( "Captured " .. AirbaseName )
self:I( "Captured " .. AirbaseName )
-- Now search for all squadrons located at the airbase, and sanitize them.
for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do
if Squadron.AirbaseName == AirbaseName then
Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
Squadron.Captured = true
self:T( "Squadron " .. SquadronName .. " captured." )
self:I( "Squadron " .. SquadronName .. " captured." )
end
end
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_A2G_DISPATCHER:OnEventCrashOrDead( EventData )
self.Detection:ForgetDetectedUnit( EventData.IniUnitName )
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_A2G_DISPATCHER:OnEventLand( EventData )
self:F( "Landed" )
@@ -1263,7 +1261,7 @@ do -- AI_A2G_DISPATCHER
self:RemoveDefenderFromSquadron( Squadron, Defender )
end
DefenderUnit:Destroy()
self:ResourcePark( Squadron )
self:ResourcePark( Squadron, Defender )
return
end
if DefenderUnit:GetLife() ~= DefenderUnit:GetLife0() then
@@ -1275,7 +1273,7 @@ do -- AI_A2G_DISPATCHER
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_A2G_DISPATCHER:OnEventEngineShutdown( EventData )
local DefenderUnit = EventData.IniUnit
@@ -1291,7 +1289,7 @@ do -- AI_A2G_DISPATCHER
self:RemoveDefenderFromSquadron( Squadron, Defender )
end
DefenderUnit:Destroy()
self:ResourcePark( Squadron )
self:ResourcePark( Squadron, Defender )
end
end
end
@@ -1299,7 +1297,7 @@ do -- AI_A2G_DISPATCHER
do -- Manage the defensive behaviour
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
-- @param #string DefenseCoordinateName The name of the coordinate to be defended by A2G defenses.
-- @param Core.Point#COORDINATE DefenseCoordinate The coordinate to be defended by A2G defenses.
function AI_A2G_DISPATCHER:AddDefenseCoordinate( DefenseCoordinateName, DefenseCoordinate )
@@ -1307,19 +1305,19 @@ do -- AI_A2G_DISPATCHER
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:SetDefenseReactivityLow()
self.DefenseReactivity = 0.05
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:SetDefenseReactivityMedium()
self.DefenseReactivity = 0.15
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:SetDefenseReactivityHigh()
self.DefenseReactivity = 0.5
end
@@ -1353,14 +1351,14 @@ do -- AI_A2G_DISPATCHER
-- 1. the **distance of the closest airbase to target**, being smaller than the **Defend Radius**.
-- 2. the **distance to any defense reference point**.
--
-- The **default** defense radius is defined as **40000** or **40km**. Override the default defense radius when the era of the warfare is early, or,
-- The **default** defense radius is defined as **400000** or **40km**. Override the default defense radius when the era of the warfare is early, or,
-- when you don't want to let the AI_A2G_DISPATCHER react immediately when a certain border or area is not being crossed.
--
-- Use the method @{#AI_A2G_DISPATCHER.SetDefendRadius}() to set a specific defend radius for all squadrons,
-- **the Defense Radius is defined for ALL squadrons which are operational.**
--
-- @param #AI_A2G_DISPATCHER self
-- @param #number DefenseRadius (Optional, Default = 20000) The defense radius to engage detected targets from the nearest capable and available squadron airbase.
-- @param #number DefenseRadius (Optional, Default = 200000) The defense radius to engage detected targets from the nearest capable and available squadron airbase.
-- @return #AI_A2G_DISPATCHER
-- @usage
--
@@ -1375,7 +1373,7 @@ do -- AI_A2G_DISPATCHER
--
function AI_A2G_DISPATCHER:SetDefenseRadius( DefenseRadius )
self.DefenseRadius = DefenseRadius or 40000
self.DefenseRadius = DefenseRadius or 100000
self.Detection:SetAcceptRange( self.DefenseRadius )
@@ -1870,7 +1868,7 @@ do -- AI_A2G_DISPATCHER
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
-- @param #string SquadronName The squadron name.
-- @param #number TakeoffInterval Only Takeoff new units each specified interval in seconds in 10 seconds steps.
-- @usage
@@ -2146,7 +2144,7 @@ do -- AI_A2G_DISPATCHER
Sead.EngageAltType = EngageAltType
Sead.Defend = true
self:T( { SEAD = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
self:I( { SEAD = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
return self
end
@@ -2236,7 +2234,7 @@ do -- AI_A2G_DISPATCHER
self:SetSquadronPatrolInterval( SquadronName, self.DefenderDefault.PatrolLimit, self.DefenderDefault.PatrolMinSeconds, self.DefenderDefault.PatrolMaxSeconds, 1, "SEAD" )
self:T( { SEAD = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
self:I( { SEAD = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
end
@@ -2297,7 +2295,7 @@ do -- AI_A2G_DISPATCHER
Cas.EngageAltType = EngageAltType
Cas.Defend = true
self:T( { CAS = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
self:I( { CAS = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
return self
end
@@ -2387,7 +2385,7 @@ do -- AI_A2G_DISPATCHER
self:SetSquadronPatrolInterval( SquadronName, self.DefenderDefault.PatrolLimit, self.DefenderDefault.PatrolMinSeconds, self.DefenderDefault.PatrolMaxSeconds, 1, "CAS" )
self:T( { CAS = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
self:I( { CAS = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
end
@@ -2448,7 +2446,7 @@ do -- AI_A2G_DISPATCHER
Bai.EngageAltType = EngageAltType
Bai.Defend = true
self:T( { BAI = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
self:I( { BAI = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
return self
end
@@ -2538,7 +2536,7 @@ do -- AI_A2G_DISPATCHER
self:SetSquadronPatrolInterval( SquadronName, self.DefenderDefault.PatrolLimit, self.DefenderDefault.PatrolMinSeconds, self.DefenderDefault.PatrolMaxSeconds, 1, "BAI" )
self:T( { BAI = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
self:I( { BAI = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
end
@@ -3371,7 +3369,7 @@ do -- AI_A2G_DISPATCHER
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:AddDefenderToSquadron( Squadron, Defender, Size )
self.Defenders = self.Defenders or {}
local DefenderName = Defender:GetName()
@@ -3382,7 +3380,7 @@ do -- AI_A2G_DISPATCHER
self:F( { DefenderName = DefenderName, SquadronResourceCount = Squadron.ResourceCount } )
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:RemoveDefenderFromSquadron( Squadron, Defender )
self.Defenders = self.Defenders or {}
local DefenderName = Defender:GetName()
@@ -3798,7 +3796,7 @@ do -- AI_A2G_DISPATCHER
Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
function AI_A2G_Fsm:onafterLostControl( DefenderGroup, From, Event, To )
self:F({"LostControl", DefenderGroup:GetName()})
self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To )
@@ -3815,7 +3813,7 @@ do -- AI_A2G_DISPATCHER
end
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
function AI_A2G_Fsm:onafterHome( DefenderGroup, From, Event, To, Action )
self:F({"Home", DefenderGroup:GetName()})
self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To )
@@ -3896,15 +3894,11 @@ do -- AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
if Squadron then
local FirstUnit = AttackSetUnit:GetRandomSurely()
if FirstUnit then
local FirstUnit = AttackSetUnit:GetFirst()
local Coordinate = FirstUnit:GetCoordinate() -- Core.Point#COORDINATE
if self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", on route to ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), DefenderGroup )
end
else
return
end
end
self:GetParent(self).onafterEngageRoute( self, DefenderGroup, From, Event, To, AttackSetUnit )
end
@@ -3939,7 +3933,7 @@ do -- AI_A2G_DISPATCHER
Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
function AI_A2G_Fsm:onafterLostControl( DefenderGroup, From, Event, To )
self:F({"Defender LostControl", DefenderGroup:GetName()})
self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To )
@@ -3956,7 +3950,7 @@ do -- AI_A2G_DISPATCHER
end
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
function AI_A2G_Fsm:onafterHome( DefenderGroup, From, Event, To, Action )
self:F({"Defender Home", DefenderGroup:GetName()})
self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To )
@@ -4790,5 +4784,4 @@ end
Squadron.ResourceCount = Squadron.ResourceCount - Amount
end
self:T({Squadron = Squadron.Name,SquadronResourceCount = Squadron.ResourceCount})
end
end

View File

@@ -20,8 +20,6 @@
--- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_A2G_SEAD is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_SEAD process can be started using the **Start** event.
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.

View File

@@ -9,13 +9,11 @@
-- @module AI.AI_Air
-- @image MOOSE.JPG
---
-- @type AI_AIR
--- @type AI_AIR
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- The AI_AIR class implements the core functions to operate an AI @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # 1) AI_AIR constructor
--
@@ -266,7 +264,7 @@ function AI_AIR:New( AIGroup )
return self
end
-- @param Wrapper.Group#GROUP self
--- @param Wrapper.Group#GROUP self
-- @param Core.Event#EVENTDATA EventData
function GROUP:OnEventTakeoff( EventData, Fsm )
Fsm:Takeoff()
@@ -448,13 +446,13 @@ function AI_AIR:onafterReturn( Controllable, From, Event, To )
end
-- @param #AI_AIR self
--- @param #AI_AIR self
function AI_AIR:onbeforeStatus()
return self.CheckStatus
end
-- @param #AI_AIR self
--- @param #AI_AIR self
function AI_AIR:onafterStatus()
if self.Controllable and self.Controllable:IsAlive() then
@@ -467,7 +465,7 @@ function AI_AIR:onafterStatus()
local DistanceFromHomeBase = self.HomeAirbase:GetCoordinate():Get2DDistance( self.Controllable:GetCoordinate() )
if DistanceFromHomeBase > self.DisengageRadius then
self:T( self.Controllable:GetName() .. " is too far from home base, RTB!" )
self:I( self.Controllable:GetName() .. " is too far from home base, RTB!" )
self:Hold( 300 )
RTB = false
end
@@ -491,10 +489,10 @@ function AI_AIR:onafterStatus()
if Fuel < self.FuelThresholdPercentage then
if self.TankerName then
self:T( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
self:Refuel()
else
self:T( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
local OldAIControllable = self.Controllable
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
@@ -520,7 +518,7 @@ function AI_AIR:onafterStatus()
-- Note that a group can consist of more units, so if one unit is damaged of a group, the mission may continue.
-- The damaged unit will RTB due to DCS logic, and the others will continue to engage.
if ( Damage / InitialLife ) < self.PatrolDamageThreshold then
self:T( self.Controllable:GetName() .. " is damaged: " .. Damage .. " ... RTB!" )
self:I( self.Controllable:GetName() .. " is damaged: " .. Damage .. " ... RTB!" )
self:Damaged()
RTB = true
self:SetStatusOff()
@@ -538,7 +536,7 @@ function AI_AIR:onafterStatus()
if Damage ~= InitialLife then
self:Damaged()
else
self:T( self.Controllable:GetName() .. " control lost! " )
self:I( self.Controllable:GetName() .. " control lost! " )
self:LostControl()
end
@@ -562,7 +560,7 @@ function AI_AIR:onafterStatus()
end
-- @param Wrapper.Group#GROUP AIGroup
--- @param Wrapper.Group#GROUP AIGroup
function AI_AIR.RTBRoute( AIGroup, Fsm )
AIGroup:F( { "AI_AIR.RTBRoute:", AIGroup:GetName() } )
@@ -573,7 +571,7 @@ function AI_AIR.RTBRoute( AIGroup, Fsm )
end
-- @param Wrapper.Group#GROUP AIGroup
--- @param Wrapper.Group#GROUP AIGroup
function AI_AIR.RTBHold( AIGroup, Fsm )
AIGroup:F( { "AI_AIR.RTBHold:", AIGroup:GetName() } )
@@ -600,7 +598,7 @@ function AI_AIR:SetRTBSpeedFactors(MinFactor,MaxFactor)
end
-- @param #AI_AIR self
--- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup
function AI_AIR:onafterRTB( AIGroup, From, Event, To )
self:F( { AIGroup, From, Event, To } )
@@ -619,10 +617,7 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
--- Calculate the target route point.
local FromCoord = AIGroup:GetCoordinate()
if not FromCoord then return end
local ToTargetCoord = self.HomeAirbase:GetCoordinate() -- coordinate is on land height(!)
local ToTargetVec3 = ToTargetCoord:GetVec3()
ToTargetVec3.y = ToTargetCoord:GetLandHeight()+3000 -- let's set this 1000m/3000 feet above ground
local ToTargetCoord2 = COORDINATE:NewFromVec3( ToTargetVec3 )
@@ -643,13 +638,13 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
local ToAirbaseCoord = ToTargetCoord2
if Distance < 5000 then
self:T( "RTB and near the airbase!" )
self:I( "RTB and near the airbase!" )
self:Home()
return
end
if not AIGroup:InAir() == true then
self:T( "Not anymore in the air, considered Home." )
self:I( "Not anymore in the air, considered Home." )
self:Home()
return
end
@@ -658,8 +653,8 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
--- Create a route point of type air.
local FromRTBRoutePoint = FromCoord:WaypointAir(
self.PatrolAltType,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
RTBSpeed,
true
)
@@ -667,8 +662,8 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
--- Create a route point of type air.
local ToRTBRoutePoint = ToAirbaseCoord:WaypointAir(
self.PatrolAltType,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
RTBSpeed,
true
)
@@ -691,12 +686,12 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
end
-- @param #AI_AIR self
--- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup
function AI_AIR:onafterHome( AIGroup, From, Event, To )
self:F( { AIGroup, From, Event, To } )
self:T( "Group " .. self.Controllable:GetName() .. " ... Home! ( " .. self:GetState() .. " )" )
self:I( "Group " .. self.Controllable:GetName() .. " ... Home! ( " .. self:GetState() .. " )" )
if AIGroup and AIGroup:IsAlive() then
end
@@ -705,17 +700,15 @@ end
-- @param #AI_AIR self
--- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup
function AI_AIR:onafterHold( AIGroup, From, Event, To, HoldTime )
self:F( { AIGroup, From, Event, To } )
self:T( "Group " .. self.Controllable:GetName() .. " ... Holding! ( " .. self:GetState() .. " )" )
self:I( "Group " .. self.Controllable:GetName() .. " ... Holding! ( " .. self:GetState() .. " )" )
if AIGroup and AIGroup:IsAlive() then
local Coordinate = AIGroup:GetCoordinate()
if Coordinate == nil then return end
local OrbitTask = AIGroup:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed, Coordinate )
local OrbitTask = AIGroup:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
local TimedOrbitTask = AIGroup:TaskControlled( OrbitTask, AIGroup:TaskCondition( nil, nil, nil, nil, HoldTime , nil ) )
local RTBTask = AIGroup:TaskFunction( "AI_AIR.RTBHold", self )
@@ -729,17 +722,17 @@ function AI_AIR:onafterHold( AIGroup, From, Event, To, HoldTime )
end
-- @param Wrapper.Group#GROUP AIGroup
--- @param Wrapper.Group#GROUP AIGroup
function AI_AIR.Resume( AIGroup, Fsm )
AIGroup:T( { "AI_AIR.Resume:", AIGroup:GetName() } )
AIGroup:I( { "AI_AIR.Resume:", AIGroup:GetName() } )
if AIGroup:IsAlive() then
Fsm:__RTB( Fsm.TaskDelay )
end
end
-- @param #AI_AIR self
--- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup
function AI_AIR:onafterRefuel( AIGroup, From, Event, To )
self:F( { AIGroup, From, Event, To } )
@@ -751,7 +744,7 @@ function AI_AIR:onafterRefuel( AIGroup, From, Event, To )
if Tanker and Tanker:IsAlive() and Tanker:IsAirPlane() then
self:T( "Group " .. self.Controllable:GetName() .. " ... Refuelling! State=" .. self:GetState() .. ", Refuelling tanker " .. self.TankerName )
self:I( "Group " .. self.Controllable:GetName() .. " ... Refuelling! State=" .. self:GetState() .. ", Refuelling tanker " .. self.TankerName )
local RefuelRoute = {}
@@ -762,10 +755,10 @@ function AI_AIR:onafterRefuel( AIGroup, From, Event, To )
local ToRefuelSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
--- Create a route point of type air.
local FromRefuelRoutePoint = FromRefuelCoord:WaypointAir(self.PatrolAltType, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, ToRefuelSpeed, true)
local FromRefuelRoutePoint = FromRefuelCoord:WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToRefuelSpeed, true)
--- Create a route point of type air. NOT used!
local ToRefuelRoutePoint = Tanker:GetCoordinate():WaypointAir(self.PatrolAltType, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, ToRefuelSpeed, true)
local ToRefuelRoutePoint = Tanker:GetCoordinate():WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToRefuelSpeed, true)
self:F( { ToRefuelSpeed = ToRefuelSpeed } )
@@ -805,13 +798,13 @@ end
-- @param #AI_AIR self
--- @param #AI_AIR self
function AI_AIR:onafterDead()
self:SetStatusOff()
end
-- @param #AI_AIR self
--- @param #AI_AIR self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR:OnCrash( EventData )
@@ -822,7 +815,7 @@ function AI_AIR:OnCrash( EventData )
end
end
-- @param #AI_AIR self
--- @param #AI_AIR self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR:OnEjection( EventData )
@@ -831,7 +824,7 @@ function AI_AIR:OnEjection( EventData )
end
end
-- @param #AI_AIR self
--- @param #AI_AIR self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR:OnPilotDead( EventData )

View File

@@ -36,8 +36,6 @@
--
-- # QUICK START GUIDE
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The following class is available to model an AIR defense system.
--
-- AI_AIR_DISPATCHER is the main AIR defense class that models the AIR defense system.
@@ -902,14 +900,14 @@ do -- AI_AIR_DISPATCHER
-- @type AI_AIR_DISPATCHER.DefenseCoordinates
-- @map <#string,Core.Point#COORDINATE> A list of all defense coordinates mapped per defense coordinate name.
-- @field #AI_AIR_DISPATCHER.DefenseCoordinates DefenseCoordinates
--- @field #AI_AIR_DISPATCHER.DefenseCoordinates DefenseCoordinates
AI_AIR_DISPATCHER.DefenseCoordinates = {}
--- Enumerator for spawns at airbases
-- @type AI_AIR_DISPATCHER.Takeoff
-- @extends Wrapper.Group#GROUP.Takeoff
-- @field #AI_AIR_DISPATCHER.Takeoff Takeoff
--- @field #AI_AIR_DISPATCHER.Takeoff Takeoff
AI_AIR_DISPATCHER.Takeoff = GROUP.Takeoff
--- Defnes Landing location.
@@ -940,7 +938,7 @@ do -- AI_AIR_DISPATCHER
-- @type AI_AIR_DISPATCHER.DefenseQueue
-- @list<#AI_AIR_DISPATCHER.DefenseQueueItem> DefenseQueueItem A list of all defenses being queued ...
-- @field #AI_AIR_DISPATCHER.DefenseQueue DefenseQueue
--- @field #AI_AIR_DISPATCHER.DefenseQueue DefenseQueue
AI_AIR_DISPATCHER.DefenseQueue = {}
--- Defense approach types
@@ -1132,7 +1130,7 @@ do -- AI_AIR_DISPATCHER
end
-- @param #AI_AIR_DISPATCHER self
--- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:onafterStart( From, Event, To )
self:GetParent( self ).onafterStart( self, From, Event, To )
@@ -1143,7 +1141,7 @@ do -- AI_AIR_DISPATCHER
for Resource = 1, DefenderSquadron.ResourceCount or 0 do
self:ResourcePark( DefenderSquadron )
end
self:T( "Parked resources for squadron " .. DefenderSquadron.Name )
self:I( "Parked resources for squadron " .. DefenderSquadron.Name )
end
end
@@ -1196,7 +1194,7 @@ do -- AI_AIR_DISPATCHER
end
-- @param #AI_AIR_DISPATCHER self
--- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:ResourcePark( DefenderSquadron )
local TemplateID = math.random( 1, #DefenderSquadron.Spawn )
local Spawn = DefenderSquadron.Spawn[ TemplateID ] -- Core.Spawn#SPAWN
@@ -1213,31 +1211,31 @@ do -- AI_AIR_DISPATCHER
end
-- @param #AI_AIR_DISPATCHER self
--- @param #AI_AIR_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR_DISPATCHER:OnEventBaseCaptured( EventData )
local AirbaseName = EventData.PlaceName -- The name of the airbase that was captured.
self:T( "Captured " .. AirbaseName )
self:I( "Captured " .. AirbaseName )
-- Now search for all squadrons located at the airbase, and sanitize them.
for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do
if Squadron.AirbaseName == AirbaseName then
Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
Squadron.Captured = true
self:T( "Squadron " .. SquadronName .. " captured." )
self:I( "Squadron " .. SquadronName .. " captured." )
end
end
end
-- @param #AI_AIR_DISPATCHER self
--- @param #AI_AIR_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR_DISPATCHER:OnEventCrashOrDead( EventData )
self.Detection:ForgetDetectedUnit( EventData.IniUnitName )
end
-- @param #AI_AIR_DISPATCHER self
--- @param #AI_AIR_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR_DISPATCHER:OnEventLand( EventData )
self:F( "Landed" )
@@ -1254,7 +1252,7 @@ do -- AI_AIR_DISPATCHER
self:RemoveDefenderFromSquadron( Squadron, Defender )
end
DefenderUnit:Destroy()
self:ResourcePark( Squadron )
self:ResourcePark( Squadron, Defender )
return
end
if DefenderUnit:GetLife() ~= DefenderUnit:GetLife0() then
@@ -1265,7 +1263,7 @@ do -- AI_AIR_DISPATCHER
end
end
-- @param #AI_AIR_DISPATCHER self
--- @param #AI_AIR_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR_DISPATCHER:OnEventEngineShutdown( EventData )
local DefenderUnit = EventData.IniUnit
@@ -1281,31 +1279,31 @@ do -- AI_AIR_DISPATCHER
self:RemoveDefenderFromSquadron( Squadron, Defender )
end
DefenderUnit:Destroy()
self:ResourcePark( Squadron )
self:ResourcePark( Squadron, Defender )
end
end
end
do -- Manage the defensive behaviour
-- @param #AI_AIR_DISPATCHER self
--- @param #AI_AIR_DISPATCHER self
-- @param #string DefenseCoordinateName The name of the coordinate to be defended by AIR defenses.
-- @param Core.Point#COORDINATE DefenseCoordinate The coordinate to be defended by AIR defenses.
function AI_AIR_DISPATCHER:AddDefenseCoordinate( DefenseCoordinateName, DefenseCoordinate )
self.DefenseCoordinates[DefenseCoordinateName] = DefenseCoordinate
end
-- @param #AI_AIR_DISPATCHER self
--- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:SetDefenseReactivityLow()
self.DefenseReactivity = 0.05
end
-- @param #AI_AIR_DISPATCHER self
--- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:SetDefenseReactivityMedium()
self.DefenseReactivity = 0.15
end
-- @param #AI_AIR_DISPATCHER self
--- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:SetDefenseReactivityHigh()
self.DefenseReactivity = 0.5
end
@@ -1869,7 +1867,7 @@ do -- AI_AIR_DISPATCHER
end
-- @param #AI_AIR_DISPATCHER self
--- @param #AI_AIR_DISPATCHER self
-- @param #string SquadronName The squadron name.
-- @param #number TakeoffInterval Only Takeoff new units each specified interval in seconds in 10 seconds steps.
-- @usage
@@ -2771,7 +2769,7 @@ do -- AI_AIR_DISPATCHER
-- TODO: Need to model the resources in a squadron.
-- @param #AI_AIR_DISPATCHER self
--- @param #AI_AIR_DISPATCHER self
-- @param AI.AI_Air_Squadron#AI_AIR_SQUADRON Squadron
function AI_AIR_DISPATCHER:AddDefenderToSquadron( Squadron, Defender, Size )
self.Defenders = self.Defenders or {}
@@ -2784,7 +2782,7 @@ do -- AI_AIR_DISPATCHER
self:F( { DefenderName = DefenderName, SquadronResourceCount = Squadron.ResourceCount } )
end
-- @param #AI_AIR_DISPATCHER self
--- @param #AI_AIR_DISPATCHER self
-- @param AI.AI_Air_Squadron#AI_AIR_SQUADRON Squadron
function AI_AIR_DISPATCHER:RemoveDefenderFromSquadron( Squadron, Defender )
self.Defenders = self.Defenders or {}
@@ -2797,7 +2795,7 @@ do -- AI_AIR_DISPATCHER
self:F( { DefenderName = DefenderName, SquadronResourceCount = SquadronResourceCount } )
end
-- @param #AI_AIR_DISPATCHER self
--- @param #AI_AIR_DISPATCHER self
-- @param Wrapper.Group#GROUP Defender
-- @return AI.AI_Air_Squadron#AI_AIR_SQUADRON The Squadron.
function AI_AIR_DISPATCHER:GetSquadronFromDefender( Defender )

View File

@@ -14,13 +14,11 @@
--- @type AI_AIR_ENGAGE
-- @extends AI.AI_AIR#AI_AIR
-- @extends AI.AI_Air#AI_AIR
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_AIR_ENGAGE is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_ENGAGE process can be started using the **Start** event.
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
@@ -353,7 +351,7 @@ function AI_AIR_ENGAGE:onafterAbort( AIGroup, From, Event, To )
end
-- @param #AI_AIR_ENGAGE self
--- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -363,7 +361,7 @@ function AI_AIR_ENGAGE:onafterAccomplish( AIGroup, From, Event, To )
--self:SetDetectionOff()
end
-- @param #AI_AIR_ENGAGE self
--- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -376,7 +374,7 @@ function AI_AIR_ENGAGE:onafterDestroy( AIGroup, From, Event, To, EventData )
end
end
-- @param #AI_AIR_ENGAGE self
--- @param #AI_AIR_ENGAGE self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR_ENGAGE:OnEventDead( EventData )
self:F( { "EventDead", EventData } )
@@ -389,9 +387,9 @@ function AI_AIR_ENGAGE:OnEventDead( EventData )
end
-- @param Wrapper.Group#GROUP AIControllable
--- @param Wrapper.Group#GROUP AIControllable
function AI_AIR_ENGAGE.___EngageRoute( AIGroup, Fsm, AttackSetUnit )
Fsm:T(string.format("AI_AIR_ENGAGE.___EngageRoute: %s", tostring(AIGroup:GetName())))
Fsm:I(string.format("AI_AIR_ENGAGE.___EngageRoute: %s", tostring(AIGroup:GetName())))
if AIGroup and AIGroup:IsAlive() then
Fsm:__EngageRoute( Fsm.TaskDelay or 0.1, AttackSetUnit )
@@ -399,14 +397,14 @@ function AI_AIR_ENGAGE.___EngageRoute( AIGroup, Fsm, AttackSetUnit )
end
-- @param #AI_AIR_ENGAGE self
--- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Core.Set#SET_UNIT AttackSetUnit Unit set to be attacked.
function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, AttackSetUnit )
self:T( { DefenderGroup, From, Event, To, AttackSetUnit } )
self:I( { DefenderGroup, From, Event, To, AttackSetUnit } )
local DefenderGroupName = DefenderGroup:GetName()
@@ -428,13 +426,7 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
local DefenderCoord = DefenderGroup:GetPointVec3()
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetCoord = AttackSetUnit:GetRandomSurely():GetPointVec3()
if TargetCoord == nil then
self:Return()
return
end
local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
@@ -443,19 +435,19 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
-- TODO: A factor of * 3 is way too close. This causes the AI not to engange until merged sometimes!
if TargetDistance <= EngageDistance * 9 then
--self:T(string.format("AI_AIR_ENGAGE onafterEngageRoute ==> __Engage - target distance = %.1f km", TargetDistance/1000))
--self:I(string.format("AI_AIR_ENGAGE onafterEngageRoute ==> __Engage - target distance = %.1f km", TargetDistance/1000))
self:__Engage( 0.1, AttackSetUnit )
else
--self:T(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000))
--self:I(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000))
local EngageRoute = {}
local AttackTasks = {}
--- Calculate the target route point.
local FromWP = DefenderCoord:WaypointAir(self.PatrolAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, EngageSpeed, true)
local FromWP = DefenderCoord:WaypointAir(self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
EngageRoute[#EngageRoute+1] = FromWP
@@ -464,7 +456,7 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) )
local ToCoord=DefenderCoord:Translate( EngageDistance, FromEngageAngle, true )
local ToWP = ToCoord:WaypointAir(self.PatrolAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, EngageSpeed, true)
local ToWP = ToCoord:WaypointAir(self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
EngageRoute[#EngageRoute+1] = ToWP
@@ -480,16 +472,16 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
end
else
-- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling!
self:T( DefenderGroupName .. ": No targets found -> Going RTB")
self:I( DefenderGroupName .. ": No targets found -> Going RTB")
self:Return()
end
end
-- @param Wrapper.Group#GROUP AIControllable
--- @param Wrapper.Group#GROUP AIControllable
function AI_AIR_ENGAGE.___Engage( AIGroup, Fsm, AttackSetUnit )
Fsm:T(string.format("AI_AIR_ENGAGE.___Engage: %s", tostring(AIGroup:GetName())))
Fsm:I(string.format("AI_AIR_ENGAGE.___Engage: %s", tostring(AIGroup:GetName())))
if AIGroup and AIGroup:IsAlive() then
local delay=Fsm.TaskDelay or 0.1
@@ -498,7 +490,7 @@ function AI_AIR_ENGAGE.___Engage( AIGroup, Fsm, AttackSetUnit )
end
-- @param #AI_AIR_ENGAGE self
--- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -524,7 +516,7 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
local DefenderCoord = DefenderGroup:GetPointVec3()
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetCoord = AttackSetUnit:GetRandomSurely():GetPointVec3()
local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
if not TargetCoord then
self:Return()
return
@@ -538,7 +530,7 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
local EngageRoute = {}
local AttackTasks = {}
local FromWP = DefenderCoord:WaypointAir(self.EngageAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, EngageSpeed, true)
local FromWP = DefenderCoord:WaypointAir(self.EngageAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
EngageRoute[#EngageRoute+1] = FromWP
self:SetTargetDistance( TargetCoord ) -- For RTB status check
@@ -546,7 +538,7 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) )
local ToCoord=DefenderCoord:Translate( EngageDistance, FromEngageAngle, true )
local ToWP = ToCoord:WaypointAir(self.EngageAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, EngageSpeed, true)
local ToWP = ToCoord:WaypointAir(self.EngageAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
EngageRoute[#EngageRoute+1] = ToWP
-- TODO: A factor of * 3 this way too low. This causes the AI NOT to engage until very close or even merged sometimes. Some A2A missiles have a much longer range! Needs more frequent updates of the task!
@@ -555,12 +547,12 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
local AttackUnitTasks = self:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude ) -- Polymorphic
if #AttackUnitTasks == 0 then
self:T( DefenderGroupName .. ": No valid targets found -> Going RTB")
self:I( DefenderGroupName .. ": No valid targets found -> Going RTB")
self:Return()
return
else
local text=string.format("%s: Engaging targets at distance %.2f NM", DefenderGroupName, UTILS.MetersToNM(TargetDistance))
self:T(text)
self:I(text)
DefenderGroup:OptionROEOpenFire()
DefenderGroup:OptionROTEvadeFire()
DefenderGroup:OptionKeepWeaponsOnThreat()
@@ -577,13 +569,13 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
end
else
-- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling!
self:T( DefenderGroupName .. ": No targets found -> returning.")
self:I( DefenderGroupName .. ": No targets found -> returning.")
self:Return()
return
end
end
-- @param Wrapper.Group#GROUP AIEngage
--- @param Wrapper.Group#GROUP AIEngage
function AI_AIR_ENGAGE.Resume( AIEngage, Fsm )
AIEngage:F( { "Resume:", AIEngage:GetName() } )

View File

@@ -15,8 +15,6 @@
--- The AI_AIR_PATROL class implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
--
-- The AI_AIR_PATROL is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_PATROL process can be started using the **Start** event.
@@ -311,7 +309,7 @@ function AI_AIR_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To )
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
local speedkmh=ToTargetSpeed
local FromWP = CurrentCoord:WaypointAir(self.PatrolAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, ToTargetSpeed, true)
local FromWP = CurrentCoord:WaypointAir(self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToTargetSpeed, true)
PatrolRoute[#PatrolRoute+1] = FromWP
if self.racetrack then
@@ -361,9 +359,9 @@ function AI_AIR_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To )
else
--- Create a route point of type air.
local ToWP = ToTargetCoord:WaypointAir(self.PatrolAltType, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, ToTargetSpeed, true)
local ToWP = ToTargetCoord:WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToTargetSpeed, true)
PatrolRoute[#PatrolRoute+1] = ToWP
local Tasks = {}
Tasks[#Tasks+1] = AIPatrol:TaskFunction("AI_AIR_PATROL.___PatrolRoute", self)
PatrolRoute[#PatrolRoute].task = AIPatrol:TaskCombo( Tasks )

View File

@@ -21,8 +21,6 @@
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
@@ -40,7 +38,7 @@ AI_AIR_SQUADRON = {
-- @return #AI_AIR_SQUADRON
function AI_AIR_SQUADRON:New( SquadronName, AirbaseName, TemplatePrefixes, ResourceCount )
self:T( { Air_Squadron = { SquadronName, AirbaseName, TemplatePrefixes, ResourceCount } } )
self:I( { Air_Squadron = { SquadronName, AirbaseName, TemplatePrefixes, ResourceCount } } )
local AI_Air_Squadron = BASE:New() -- #AI_AIR_SQUADRON

View File

@@ -38,8 +38,6 @@
--- Implements the core functions to provide BattleGround Air Interdiction in an Engage @{Core.Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_BAI_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
--
-- ![HoldAndEngage](..\Presentations\AI_BAI\Dia3.JPG)
@@ -176,7 +174,8 @@ function AI_BAI_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Engage.
@@ -523,12 +522,12 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
self.EngageSpeed,
true
)
@@ -579,13 +578,13 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
self:T2( ToTargetVec2 )
--- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = COORDINATE:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
self.EngageSpeed,
true
)

View File

@@ -33,9 +33,8 @@
-- @field Wrapper.Group#GROUP Test
-- @extends Core.Fsm#FSM_SET
--- ![Banner Image](..\Images\deprecated.png)
--
-- Monitors and manages as many replacement AI groups as there are
--- Monitors and manages as many replacement AI groups as there are
-- CLIENTS in a SET\_CLIENT collection, which are not occupied by human players.
-- In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions.
--
@@ -221,9 +220,16 @@ function AI_BALANCER:onenterReturning( SetGroup, From, Event, To, AIGroup )
AIGroup:MessageToRed( "Returning to home base ...", 30 )
else
-- Okay, we need to send this Group back to the nearest base of the Coalition of the AI.
local PointVec2 = COORDINATE:New(AIGroup:GetVec2().x, 0, AIGroup:GetVec2().y)
--TODO: i need to rework the POINT_VEC2 thing.
local PointVec2 = POINT_VEC2:New( AIGroup:GetVec2().x, AIGroup:GetVec2().y )
local ClosestAirbase = self.ReturnAirbaseSet:FindNearestAirbaseFromPointVec2( PointVec2 )
self:T( ClosestAirbase.AirbaseName )
--[[
AIGroup:MessageToRed( "Returning to " .. ClosestAirbase:GetName().. " ...", 30 )
local RTBRoute = AIGroup:RouteReturnToAirbase( ClosestAirbase )
AIGroupTemplate.route = RTBRoute
AIGroup:Respawn( AIGroupTemplate )
]]
AIGroup:RouteRTB(ClosestAirbase)
end

View File

@@ -39,8 +39,6 @@
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
--
-- The AI_CAP_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_CAP_ZONE process can be started using the **Start** event.
@@ -425,12 +423,12 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToEngageZoneSpeed,
true
)
@@ -447,13 +445,13 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } )
--- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = COORDINATE:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToPatrolRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToTargetSpeed,
true
)

View File

@@ -38,9 +38,6 @@
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- Implements the core functions to provide Close Air Support in an Engage @{Core.Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_CAS_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
--
-- ![HoldAndEngage](..\Presentations\AI_CAS\Dia3.JPG)
@@ -469,12 +466,12 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
self.EngageSpeed,
true
)
@@ -511,13 +508,13 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
self:T2( ToTargetVec2 )
--- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = COORDINATE:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
self.EngageSpeed,
true
)

View File

@@ -15,8 +15,6 @@
--- Base class for the dynamic cargo handling capability for AI groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Carriers can be mobilized to intelligently transport infantry and other cargo within the simulation.
-- The AI_CARGO module uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- CARGO derived objects must be declared within the mission to make the AI_CARGO object recognize the cargo.
@@ -549,7 +547,7 @@ function AI_CARGO:onafterUnloaded( Carrier, From, Event, To, Cargo, CarrierUnit,
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
local IsEmpty = CarrierUnit:IsCargoEmpty()
self:T({ IsEmpty = IsEmpty })
self:I({ IsEmpty = IsEmpty })
if not IsEmpty then
AllUnloaded = false
break

View File

@@ -15,8 +15,6 @@
--- Brings a dynamic cargo handling capability for an AI vehicle group.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Armoured Personnel Carriers (APC), Trucks, Jeeps and other ground based carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
-- The AI_CARGO_APC class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.

View File

@@ -14,8 +14,6 @@
--- Brings a dynamic cargo handling capability for an AI airplane group.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Airplane carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation between airbases.
--
@@ -442,7 +440,7 @@ function AI_CARGO_AIRPLANE:Route( Airplane, Airbase, Speed, Height, Uncontrolled
-- To point.
local AirbasePointVec2 = Airbase:GetPointVec2()
local ToWaypoint = AirbasePointVec2:WaypointAir(COORDINATE.WaypointAltType.BARO, "Land", "Landing", Speed or Airplane:GetSpeedMax()*0.8, true, Airbase)
local ToWaypoint = AirbasePointVec2:WaypointAir(POINT_VEC3.RoutePointAltType.BARO, "Land", "Landing", Speed or Airplane:GetSpeedMax()*0.8, true, Airbase)
--ToWaypoint["airdromeId"] = Airbase:GetID()
--ToWaypoint["speed_locked"] = true

View File

@@ -22,8 +22,6 @@
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # The dispatcher concept.
--
-- Carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
@@ -118,7 +116,7 @@
-- @image AI_Cargo_Dispatcher.JPG
-- @type AI_CARGO_DISPATCHER
--- @type AI_CARGO_DISPATCHER
-- @field Core.Set#SET_GROUP CarrierSet The set of @{Wrapper.Group#GROUP} objects of carriers that will transport the cargo.
-- @field Core.Set#SET_CARGO CargoSet The set of @{Cargo.Cargo#CARGO} objects, which can be CARGO_GROUP, CARGO_CRATE, CARGO_SLINGLOAD objects.
-- @field Core.Zone#SET_ZONE PickupZoneSet The set of pickup zones, which are used to where the cargo can be picked up by the carriers. If nil, then cargo can be picked up everywhere.
@@ -1163,7 +1161,7 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
else
local text=string.format("WARNING: Cargo %s is too heavy to be loaded into transport. Cargo weight %.1f > %.1f load capacity of carrier %s.",
tostring(Cargo:GetName()), Cargo:GetWeight(), LargestLoadCapacity, tostring(Carrier:GetName()))
self:T(text)
self:I(text)
end
end
end

View File

@@ -36,8 +36,6 @@
--- A dynamic cargo transportation capability for AI groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Armoured Personnel APCs (APC), Trucks, Jeeps and other carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
-- The AI_CARGO_DISPATCHER_APC module is derived from the AI_CARGO_DISPATCHER module.

View File

@@ -30,8 +30,6 @@
--- Brings a dynamic cargo handling capability for AI groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Airplanes can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
-- The AI_CARGO_DISPATCHER_AIRPLANE module is derived from the AI_CARGO_DISPATCHER module.

View File

@@ -31,8 +31,6 @@
--- A dynamic cargo handling capability for AI helicopter groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Helicopters can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
--

View File

@@ -29,8 +29,6 @@
--- A dynamic cargo transportation capability for AI groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Naval vessels can be mobilized to semi-intelligently transport cargo within the simulation.
--
-- The AI_CARGO_DISPATCHER_SHIP module is derived from the AI_CARGO_DISPATCHER module.

View File

@@ -15,8 +15,6 @@
--- Brings a dynamic cargo handling capability for an AI helicopter group.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Helicopter carriers can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
-- The AI_CARGO_HELICOPTER class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
@@ -369,8 +367,8 @@ function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordina
-- local CoordinateFrom = Helicopter:GetCoordinate()
-- local WaypointFrom = CoordinateFrom:WaypointAir(
-- "RADIO",
-- COORDINATE.WaypointType.TurningPoint,
-- COORDINATE.WaypointAction.TurningPoint,
-- POINT_VEC3.RoutePointType.TurningPoint,
-- POINT_VEC3.RoutePointAction.TurningPoint,
-- Speed,
-- true
-- )
@@ -382,8 +380,8 @@ function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordina
local WaypointTo = CoordinateTo:WaypointAir(
"RADIO",
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
50,
true
)
@@ -429,7 +427,7 @@ function AI_CARGO_HELICOPTER:onafterOrbit( Helicopter, From, Event, To, Coordina
local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, 50, true)
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, 50, true)
Route[#Route+1] = WaypointTo
local Tasks = {}
@@ -498,14 +496,14 @@ function AI_CARGO_HELICOPTER:onafterPickup( Helicopter, From, Event, To, Coordin
local CoordinateFrom = Helicopter:GetCoordinate()
--- Create a route point of type air.
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, _speed, true)
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true)
--- Create a route point of type air.
local CoordinateTo = Coordinate
local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint,_speed, true)
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint,_speed, true)
Route[#Route+1] = WaypointFrom
Route[#Route+1] = WaypointTo
@@ -565,7 +563,7 @@ function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordin
--- Create a route point of type air.
local CoordinateFrom = Helicopter:GetCoordinate()
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, _speed, true)
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true)
Route[#Route+1] = WaypointFrom
Route[#Route+1] = WaypointFrom
@@ -575,7 +573,7 @@ function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordin
local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, _speed, true)
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true)
Route[#Route+1] = WaypointTo
Route[#Route+1] = WaypointTo
@@ -633,7 +631,7 @@ function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinat
--- Create a route point of type air.
local CoordinateFrom = Helicopter:GetCoordinate()
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, Speed, true)
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, Speed, true)
Route[#Route+1] = WaypointFrom
--- Create a route point of type air.
@@ -641,7 +639,7 @@ function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinat
local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + Height -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, Speed, true)
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, Speed, true)
Route[#Route+1] = WaypointTo

View File

@@ -14,8 +14,6 @@
--- Brings a dynamic cargo handling capability for an AI naval group.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Naval ships can be utilized to transport cargo around the map following naval shipping lanes.
-- The AI_CARGO_SHIP class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- @{Cargo.Cargo} must be declared within the mission or warehouse to make the AI_CARGO_SHIP recognize the cargo.

View File

@@ -25,8 +25,6 @@
--
-- Allows you to interact with escorting AI on your flight and take the lead.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Each escorting group can be commanded with a complete set of radio commands (radio menu in your flight, and then F10).
--
-- The radio commands will vary according the category of the group. The richest set of commands are with helicopters and airPlanes.
@@ -558,7 +556,7 @@ function AI_ESCORT:SetFlightMenuFormation( Formation )
if MenuFormation then
local Arguments = MenuFormation.Arguments
--self:T({Arguments=unpack(Arguments)})
--self:I({Arguments=unpack(Arguments)})
local FlightMenuFormation = MENU_GROUP:New( self.PlayerGroup, "Formation", self.MainMenu )
local MenuFlightFormationID = MENU_GROUP_COMMAND:New( self.PlayerGroup, Formation, FlightMenuFormation,
function ( self, Formation, ... )

View File

@@ -15,7 +15,7 @@
-- @image MOOSE.JPG
-- @type AI_ESCORT_DISPATCHER
--- @type AI_ESCORT_DISPATCHER
-- @extends Core.Fsm#FSM
@@ -23,8 +23,6 @@
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
@@ -35,7 +33,7 @@ AI_ESCORT_DISPATCHER = {
ClassName = "AI_ESCORT_DISPATCHER",
}
-- @field #list
--- @field #list
AI_ESCORT_DISPATCHER.AI_Escorts = {}
@@ -104,7 +102,7 @@ function AI_ESCORT_DISPATCHER:onafterStart( From, Event, To )
end
-- @param #AI_ESCORT_DISPATCHER self
--- @param #AI_ESCORT_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_ESCORT_DISPATCHER:OnEventExit( EventData )
@@ -112,11 +110,11 @@ function AI_ESCORT_DISPATCHER:OnEventExit( EventData )
local PlayerGroup = EventData.IniGroup
local PlayerUnit = EventData.IniUnit
self:T({EscortAirbase= self.EscortAirbase } )
self:T({PlayerGroupName = PlayerGroupName } )
self:T({PlayerGroup = PlayerGroup})
self:T({FirstGroup = self.CarrierSet:GetFirst()})
self:T({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
self:I({EscortAirbase= self.EscortAirbase } )
self:I({PlayerGroupName = PlayerGroupName } )
self:I({PlayerGroup = PlayerGroup})
self:I({FirstGroup = self.CarrierSet:GetFirst()})
self:I({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
if self.CarrierSet:FindGroup( PlayerGroupName ) then
if self.AI_Escorts[PlayerGroupName] then
@@ -127,7 +125,7 @@ function AI_ESCORT_DISPATCHER:OnEventExit( EventData )
end
-- @param #AI_ESCORT_DISPATCHER self
--- @param #AI_ESCORT_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_ESCORT_DISPATCHER:OnEventBirth( EventData )
@@ -135,17 +133,17 @@ function AI_ESCORT_DISPATCHER:OnEventBirth( EventData )
local PlayerGroup = EventData.IniGroup
local PlayerUnit = EventData.IniUnit
self:T({EscortAirbase= self.EscortAirbase } )
self:T({PlayerGroupName = PlayerGroupName } )
self:T({PlayerGroup = PlayerGroup})
self:T({FirstGroup = self.CarrierSet:GetFirst()})
self:T({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
self:I({EscortAirbase= self.EscortAirbase } )
self:I({PlayerGroupName = PlayerGroupName } )
self:I({PlayerGroup = PlayerGroup})
self:I({FirstGroup = self.CarrierSet:GetFirst()})
self:I({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
if self.CarrierSet:FindGroup( PlayerGroupName ) then
if not self.AI_Escorts[PlayerGroupName] then
local LeaderUnit = PlayerUnit
local EscortGroup = self.EscortSpawn:SpawnAtAirbase( self.EscortAirbase, SPAWN.Takeoff.Hot )
self:T({EscortGroup = EscortGroup})
self:I({EscortGroup = EscortGroup})
self:ScheduleOnce( 1,
function( EscortGroup )

View File

@@ -21,8 +21,6 @@
--- Models the assignment of AI escorts to player flights upon request using the radio menu.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE

View File

@@ -25,8 +25,6 @@
--
-- Allows you to interact with escorting AI on your flight and take the lead.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Each escorting group can be commanded with a complete set of radio commands (radio menu in your flight, and then F10).
--
-- The radio commands will vary according the category of the group. The richest set of commands are with helicopters and airPlanes.

View File

@@ -40,8 +40,6 @@
--- Build large formations, make AI follow a @{Wrapper.Client#CLIENT} (player) leader or a @{Wrapper.Unit#UNIT} (AI) leader.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- AI_FORMATION makes AI @{Wrapper.Group#GROUP}s fly in formation of various compositions.
-- The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!!
@@ -160,6 +158,7 @@ AI_FORMATION.__Enum.Mode = {
-- @field #number GroundRadar
-- @field #number Ground
AI_FORMATION.__Enum.ReportType = {
Airborne = "*",
Airborne = "A",
GroundRadar = "R",
Ground = "G",
@@ -726,7 +725,7 @@ function AI_FORMATION:onafterFormationLine( FollowGroupSet, From , Event , To, X
for FollowID, FollowGroup in pairs( FollowSet ) do
local PointVec3 = COORDINATE:New()
local PointVec3 = POINT_VEC3:New()
PointVec3:SetX( XStart + i * XSpace )
PointVec3:SetY( YStart + i * YSpace )
PointVec3:SetZ( ZStart + i * ZSpace )
@@ -878,7 +877,7 @@ function AI_FORMATION:onafterFormationCenterWing( FollowGroupSet, From , Event ,
for FollowID, FollowGroup in pairs( FollowSet ) do
local PointVec3 = COORDINATE:New()
local PointVec3 = POINT_VEC3:New()
local Side = ( i % 2 == 0 ) and 1 or -1
local Row = i / 2 + 1
@@ -937,7 +936,7 @@ function AI_FORMATION:onafterFormationBox( FollowGroupSet, From , Event , To, XS
for FollowID, FollowGroup in pairs( FollowSet ) do
local PointVec3 = COORDINATE:New()
local PointVec3 = POINT_VEC3:New()
local ZIndex = i % ZLevels
local XIndex = math.floor( i / ZLevels )
@@ -1223,6 +1222,7 @@ function AI_FORMATION:FollowMe(FollowGroup, ClientUnit, CT1, CV1, CT2, CV2)
local CVI = {
x = CV2.x + CS * 10 * math.sin(Ca),
y = GH2.y + Inclination, -- + FollowFormation.y,
y = GH2.y,
z = CV2.z + CS * 10 * math.cos(Ca),
}

View File

@@ -48,8 +48,6 @@
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_PATROL\Dia3.JPG)
--
-- The AI_PATROL_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_PATROL_ZONE process can be started using the **Start** event.
@@ -654,15 +652,15 @@ function AI_PATROL_ZONE:onafterStart( Controllable, From, Event, To )
end
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable+
--- @param #AI_PATROL_ZONE self
--- @param Wrapper.Controllable#CONTROLLABLE Controllable
function AI_PATROL_ZONE:onbeforeDetect( Controllable, From, Event, To )
return self.DetectOn and self.DetectActivated
end
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
--- @param #AI_PATROL_ZONE self
--- @param Wrapper.Controllable#CONTROLLABLE Controllable
function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
local Detected = false
@@ -707,7 +705,7 @@ function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
end
-- @param Wrapper.Controllable#CONTROLLABLE AIControllable
--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
-- This static method is called from the route path within the last task at the last waypoint of the Controllable.
-- Note that this method is required, as triggers the next route when patrolling for the Controllable.
function AI_PATROL_ZONE:_NewPatrolRoute( AIControllable )
@@ -753,12 +751,12 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
if not CurrentVec2 then return end
--Done: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
COORDINATE.WaypointType.TakeOffParking,
COORDINATE.WaypointAction.FromParkingArea,
POINT_VEC3.RoutePointType.TakeOffParking,
POINT_VEC3.RoutePointAction.FromParkingArea,
ToPatrolZoneSpeed,
true
)
@@ -769,12 +767,12 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
if not CurrentVec2 then return end
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToPatrolZoneSpeed,
true
)
@@ -794,13 +792,13 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } )
--- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = COORDINATE:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToTargetSpeed,
true
)
@@ -824,13 +822,13 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
end
-- @param #AI_PATROL_ZONE self
--- @param #AI_PATROL_ZONE self
function AI_PATROL_ZONE:onbeforeStatus()
return self.CheckStatus
end
-- @param #AI_PATROL_ZONE self
--- @param #AI_PATROL_ZONE self
function AI_PATROL_ZONE:onafterStatus()
self:F2()
@@ -840,7 +838,7 @@ function AI_PATROL_ZONE:onafterStatus()
local Fuel = self.Controllable:GetFuelMin()
if Fuel < self.PatrolFuelThresholdPercentage then
self:T( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" )
self:I( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" )
local OldAIControllable = self.Controllable
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
@@ -848,25 +846,16 @@ function AI_PATROL_ZONE:onafterStatus()
OldAIControllable:SetTask( TimedOrbitTask, 10 )
RTB = true
else
end
-- TODO: Check GROUP damage function.
local Damage = self.Controllable:GetLife()
if Damage <= self.PatrolDamageThreshold then
self:T( self.Controllable:GetName() .. " is damaged:" .. Damage .. ", RTB!" )
self:I( self.Controllable:GetName() .. " is damaged:" .. Damage .. ", RTB!" )
RTB = true
end
if self:IsInstanceOf("AI_CAS") or self:IsInstanceOf("AI_BAI") then
local atotal,shells,rockets,bombs,missiles = self.Controllable:GetAmmunition()
local arelevant = rockets+bombs
if arelevant == 0 or missiles == 0 then
RTB = true
self:T({total=atotal,shells=shells,rockets=rockets,bombs=bombs,missiles=missiles})
self:T( self.Controllable:GetName() .. " is out of ammo, RTB!" )
end
end
if RTB == true then
self:RTB()
else
@@ -875,7 +864,7 @@ function AI_PATROL_ZONE:onafterStatus()
end
end
-- @param #AI_PATROL_ZONE self
--- @param #AI_PATROL_ZONE self
function AI_PATROL_ZONE:onafterRTB()
self:F2()
@@ -892,12 +881,12 @@ function AI_PATROL_ZONE:onafterRTB()
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
--local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToPatrolZoneSpeed,
true
)
@@ -914,13 +903,13 @@ function AI_PATROL_ZONE:onafterRTB()
end
-- @param #AI_PATROL_ZONE self
--- @param #AI_PATROL_ZONE self
function AI_PATROL_ZONE:onafterDead()
self:SetDetectionOff()
self:SetStatusOff()
end
-- @param #AI_PATROL_ZONE self
--- @param #AI_PATROL_ZONE self
-- @param Core.Event#EVENTDATA EventData
function AI_PATROL_ZONE:OnCrash( EventData )
@@ -931,7 +920,7 @@ function AI_PATROL_ZONE:OnCrash( EventData )
end
end
-- @param #AI_PATROL_ZONE self
--- @param #AI_PATROL_ZONE self
-- @param Core.Event#EVENTDATA EventData
function AI_PATROL_ZONE:OnEjection( EventData )
@@ -940,7 +929,7 @@ function AI_PATROL_ZONE:OnEjection( EventData )
end
end
-- @param #AI_PATROL_ZONE self
--- @param #AI_PATROL_ZONE self
-- @param Core.Event#EVENTDATA EventData
function AI_PATROL_ZONE:OnPilotDead( EventData )

View File

@@ -1,6 +1,6 @@
--- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occurring on UNITs.
--
-- ![Banner Image](..\Images\deprecated.png)
-- ![Banner Image](..\Presentations\ACT_ACCOUNT\Dia1.JPG)
--
-- ===
--
@@ -8,11 +8,9 @@
-- @image MOOSE.JPG
do -- ACT_ACCOUNT
--- # @{#ACT_ACCOUNT} FSM class, extends @{Core.Fsm#FSM_PROCESS}
--
-- ![Banner Image](..\Images\deprecated.png)
--
--
-- ## ACT_ACCOUNT state machine:
--
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
@@ -135,7 +133,7 @@ do -- ACT_ACCOUNT
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ACCOUNT:onafterEvent( ProcessUnit, From, Event, To )
function ACT_ACCOUNT:onafterEvent( ProcessUnit, From, Event, To, Event )
self:__NoMore( 1 )
end

View File

@@ -1,8 +1,6 @@
--- (SP) (MP) (FSM) Accept or reject process for player (task) assignments.
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # @{#ACT_ASSIGN} FSM template class, extends @{Core.Fsm#FSM_PROCESS}
--

View File

@@ -1,6 +1,5 @@
--- (SP) (MP) (FSM) Route AI or players through waypoints or to zones.
--
-- ![Banner Image](..\Images\deprecated.png)
-- ## ACT_ASSIST state machine:
--
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.

View File

@@ -2,8 +2,6 @@
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # @{#ACT_ROUTE} FSM class, extends @{Core.Fsm#FSM_PROCESS}
--
-- ## ACT_ROUTE state machine:

View File

@@ -2,8 +2,6 @@
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # 1) MOOSE Cargo System.
--
-- #### Those who have used the mission editor, know that the DCS mission editor provides cargo facilities.
@@ -277,14 +275,14 @@
-- The cargo must be in the **Loaded** state.
-- @function [parent=#CARGO] UnBoard
-- @param #CARGO self
-- @param Core.Point#COORDINATE ToPointVec2 (optional) @{Core.Point#COORDINATE) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
--- UnBoards the cargo to a Carrier. The event will create a movement (= running or driving) of the cargo from the Carrier.
-- The cargo must be in the **Loaded** state.
-- @function [parent=#CARGO] __UnBoard
-- @param #CARGO self
-- @param #number DelaySeconds The amount of seconds to delay the action.
-- @param Core.Point#COORDINATE ToPointVec2 (optional) @{Core.Point#COORDINATE) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
-- Load
@@ -309,14 +307,14 @@
-- The cargo must be in the **Loaded** state.
-- @function [parent=#CARGO] UnLoad
-- @param #CARGO self
-- @param Core.Point#COORDINATE ToPointVec2 (optional) @{Core.Point#COORDINATE) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
--- UnLoads the cargo to a Carrier. The event will unload the cargo from the Carrier. There will be no movement simulated of the cargo loading.
-- The cargo must be in the **Loaded** state.
-- @function [parent=#CARGO] __UnLoad
-- @param #CARGO self
-- @param #number DelaySeconds The amount of seconds to delay the action.
-- @param Core.Point#COORDINATE ToPointVec2 (optional) @{Core.Point#COORDINATE) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
-- @param Core.Point#POINT_VEC2 ToPointVec2 (optional) @{Core.Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
-- State Transition Functions
@@ -469,7 +467,7 @@ do -- CARGO
self.Type = Type
self.Name = Name
self.Weight = Weight or 0
self.CargoObject = nil -- Wrapper.Group#GROUP
self.CargoObject = nil
self.CargoCarrier = nil -- Wrapper.Client#CLIENT
self.Representable = false
self.Slingloadable = false
@@ -899,7 +897,7 @@ do -- CARGO
--- Get the current PointVec2 of the cargo.
-- @param #CARGO self
-- @return Core.Point#COORDINATE
-- @return Core.Point#POINT_VEC2
function CARGO:GetPointVec2()
return self.CargoObject:GetPointVec2()
end
@@ -1096,7 +1094,7 @@ do -- CARGO_REPRESENTABLE
--- Route a cargo unit to a PointVec2.
-- @param #CARGO_REPRESENTABLE self
-- @param Core.Point#COORDINATE ToPointVec2
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param #number Speed
-- @return #CARGO_REPRESENTABLE
function CARGO_REPRESENTABLE:RouteTo( ToPointVec2, Speed )

View File

@@ -22,9 +22,6 @@ do -- CARGO_CRATE
-- @type CARGO_CRATE
-- @extends Cargo.Cargo#CARGO_REPRESENTABLE
---
-- ![Banner Image](..\Images\deprecated.png)
--
--- Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
-- Use the event functions as described above to Load, UnLoad, Board, UnBoard the CARGO\_CRATE objects to and from carriers.
--
@@ -117,7 +114,7 @@ do -- CARGO_CRATE
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#COORDINATE
-- @param Core.Point#POINT_VEC2
function CARGO_CRATE:onenterUnLoaded( From, Event, To, ToPointVec2 )
--self:T( { ToPointVec2, From, Event, To } )

View File

@@ -22,12 +22,9 @@ do -- CARGO_GROUP
--- @type CARGO_GROUP
-- @field Core.Set#SET_CARGO CargoSet The collection of derived CARGO objects.
-- @field #string GroupName The name of the CargoGroup.
-- @field Wrapper.Group#GROUÜ CargoCarrier The carrier group.
-- @extends Cargo.Cargo#CARGO_REPORTABLE
--- Defines a cargo that is represented by a @{Wrapper.Group} object within the simulator.
--
-- ![Banner Image](..\Images\deprecated.png)
-- The cargo can be Loaded, UnLoaded, Boarded, UnBoarded to and from Carriers.
--
-- The above cargo classes are used by the following AI_CARGO_ classes to allow AI groups to transport cargo:
@@ -413,7 +410,7 @@ do -- CARGO_GROUP
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#COORDINATE ToPointVec2
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
function CARGO_GROUP:onafterUnBoard( From, Event, To, ToPointVec2, NearRadius, ... )
self:T( {From, Event, To, ToPointVec2, NearRadius } )
@@ -456,7 +453,7 @@ do -- CARGO_GROUP
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#COORDINATE ToPointVec2
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
function CARGO_GROUP:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
--self:T( { From, Event, To, ToPointVec2, NearRadius } )
@@ -494,7 +491,7 @@ do -- CARGO_GROUP
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#COORDINATE ToPointVec2
-- @param Core.Point#POINT_VEC2 ToPointVec2
function CARGO_GROUP:onafterUnLoad( From, Event, To, ToPointVec2, ... )
--self:T( { From, Event, To, ToPointVec2 } )
@@ -774,4 +771,3 @@ do -- CARGO_GROUP
end -- CARGO_GROUP

View File

@@ -32,8 +32,6 @@ do -- CARGO_SLINGLOAD
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--

View File

@@ -30,8 +30,6 @@ do -- CARGO_UNIT
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
@@ -74,7 +72,7 @@ do -- CARGO_UNIT
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#COORDINATE ToPointVec2
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param #number NearRadius (optional) Defaut 25 m.
function CARGO_UNIT:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:T( { From, Event, To, ToPointVec2, NearRadius } )
@@ -147,7 +145,7 @@ do -- CARGO_UNIT
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#COORDINATE ToPointVec2
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param #number NearRadius (optional) Defaut 100 m.
function CARGO_UNIT:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:T( { From, Event, To, ToPointVec2, NearRadius } )
@@ -173,7 +171,7 @@ do -- CARGO_UNIT
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#COORDINATE ToPointVec2
-- @param Core.Point#POINT_VEC2 ToPointVec2
-- @param #number NearRadius (optional) Defaut 100 m.
function CARGO_UNIT:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
self:T( { From, Event, To, ToPointVec2, NearRadius } )
@@ -199,7 +197,7 @@ do -- CARGO_UNIT
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#COORDINATE
-- @param Core.Point#POINT_VEC2
function CARGO_UNIT:onenterUnLoaded( From, Event, To, ToPointVec2 )
self:T( { ToPointVec2, From, Event, To } )

View File

@@ -26,7 +26,7 @@
-- @module Core.Base
-- @image Core_Base.JPG
local _TraceOnOff = false -- default to no tracing
local _TraceOnOff = true
local _TraceLevel = 1
local _TraceAll = false
local _TraceClass = {}
@@ -34,12 +34,11 @@ local _TraceClassMethod = {}
local _ClassID = 0
--- Base class of everything
---
-- @type BASE
-- @field #string ClassName The name of the class.
-- @field #number ClassID The ID number of the class.
-- @field #string ClassNameAndID The name of the class concatenated with the ID number of the class.
-- @field Core.Scheduler#SCHEDULER Scheduler The scheduler object.
-- @field ClassName The name of the class.
-- @field ClassID The ID number of the class.
-- @field ClassNameAndID The name of the class concatenated with the ID number of the class.
--- BASE class
--
@@ -201,7 +200,6 @@ BASE = {
States = {},
Debug = debug,
Scheduler = nil,
Properties = {},
}
-- @field #BASE.__
@@ -212,6 +210,14 @@ BASE._ = {
Schedules = {}, --- Contains the Schedulers Active
}
--- The Formation Class
-- @type FORMATION
-- @field Cone A cone formation.
FORMATION = {
Cone = "Cone",
Vee = "Vee",
}
--- BASE constructor.
--
-- This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
@@ -735,31 +741,7 @@ do -- Event Handling
-- @function [parent=#BASE] OnEventPlayerEnterAircraft
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.
-- *** NOTE *** this is a workarounf for DCS not creating these events as of Aug 2024.
-- @function [parent=#BASE] OnEventNewDynamicCargo
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.
-- *** NOTE *** this is a workarounf for DCS not creating these events as of Aug 2024.
-- @function [parent=#BASE] OnEventDynamicCargoLoaded
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.
-- *** NOTE *** this is a workarounf for DCS not creating these events as of Aug 2024.
-- @function [parent=#BASE] OnEventDynamicCargoUnloaded
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a dynamic cargo crate is removed.
-- *** NOTE *** this is a workarounf for DCS not creating these events as of Aug 2024.
-- @function [parent=#BASE] OnEventDynamicCargoRemoved
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
end
--- Creation of a Birth Event.
@@ -880,62 +862,6 @@ end
world.onEvent(Event)
end
--- Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.
-- @param #BASE self
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
function BASE:CreateEventNewDynamicCargo(DynamicCargo)
self:F({DynamicCargo})
local Event = {
id = EVENTS.NewDynamicCargo,
time = timer.getTime(),
dynamiccargo = DynamicCargo,
initiator = DynamicCargo:GetDCSObject(),
}
world.onEvent( Event )
end
--- Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.
-- @param #BASE self
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
function BASE:CreateEventDynamicCargoLoaded(DynamicCargo)
self:F({DynamicCargo})
local Event = {
id = EVENTS.DynamicCargoLoaded,
time = timer.getTime(),
dynamiccargo = DynamicCargo,
initiator = DynamicCargo:GetDCSObject(),
}
world.onEvent( Event )
end
--- Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.
-- @param #BASE self
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
function BASE:CreateEventDynamicCargoUnloaded(DynamicCargo)
self:F({DynamicCargo})
local Event = {
id = EVENTS.DynamicCargoUnloaded,
time = timer.getTime(),
dynamiccargo = DynamicCargo,
initiator = DynamicCargo:GetDCSObject(),
}
world.onEvent( Event )
end
--- Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.
-- @param #BASE self
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
function BASE:CreateEventDynamicCargoRemoved(DynamicCargo)
self:F({DynamicCargo})
local Event = {
id = EVENTS.DynamicCargoRemoved,
time = timer.getTime(),
dynamiccargo = DynamicCargo,
initiator = DynamicCargo:GetDCSObject(),
}
world.onEvent( Event )
end
--- The main event handling function... This function captures all events generated for the class.
-- @param #BASE self
@@ -974,7 +900,7 @@ do -- Scheduling
-- @param #BASE self
-- @param #number Start Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
-- @param #function SchedulerFunction The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
-- @param ... Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
-- @param #table ... Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
-- @return #string The Schedule ID of the planned schedule.
function BASE:ScheduleOnce( Start, SchedulerFunction, ... )
@@ -1110,31 +1036,6 @@ function BASE:ClearState( Object, StateName )
end
end
--- Set one property of an object.
-- @param #BASE self
-- @param Key The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
-- @param Value The value that is stored. Note that the value can be a #string, but it can also be any other type!
function BASE:SetProperty(Key,Value)
self.Properties = self.Properties or {}
self.Properties[Key] = Value
end
--- Get one property of an object by the key.
-- @param #BASE self
-- @param Key The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
-- @return Value The value that is stored. Note that the value can be a #string, but it can also be any other type! Nil if not found.
function BASE:GetProperty(Key)
self.Properties = self.Properties or {}
return self.Properties[Key]
end
--- Get all of the properties of an object in a table.
-- @param #BASE self
-- @return #table of values, indexed by keys.
function BASE:GetProperties()
return self.Properties
end
-- Trace section
-- Log a trace (only shown when trace is on)
@@ -1243,28 +1144,6 @@ function BASE:TraceClassMethod( Class, Method )
self:I( "Tracing method " .. Method .. " of class " .. Class )
end
--- (Internal) Serialize arguments
-- @param #BASE self
-- @param #table Arguments
-- @return #string Text
function BASE:_Serialize(Arguments)
local text = UTILS.PrintTableToLog({Arguments}, 0, true)
text = string.gsub(text,"(\n+)","")
text = string.gsub(text,"%(%(","%(")
text = string.gsub(text,"%)%)","%)")
text = string.gsub(text,"(%s+)"," ")
return text
end
----- (Internal) Serialize arguments
---- @param #BASE self
---- @param #table Arguments
---- @return #string Text
--function BASE:_Serialize(Arguments)
-- local text=UTILS.BasicSerialize(Arguments)
-- return text
--end
--- Trace a function call. This function is private.
-- @param #BASE self
-- @param Arguments A #table or any field.
@@ -1289,7 +1168,7 @@ function BASE:_F( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
if DebugInfoFrom then
LineFrom = DebugInfoFrom.currentline
end
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "F", self.ClassName, self.ClassID, Function, BASE:_Serialize(Arguments) ) )
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "F", self.ClassName, self.ClassID, Function, UTILS.BasicSerialize( Arguments ) ) )
end
end
end
@@ -1299,7 +1178,7 @@ end
-- @param Arguments A #table or any field.
function BASE:F( Arguments )
if BASE.Debug and _TraceOnOff == true then
if BASE.Debug and _TraceOnOff then
local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
@@ -1314,7 +1193,7 @@ end
-- @param Arguments A #table or any field.
function BASE:F2( Arguments )
if BASE.Debug and _TraceOnOff == true and _TraceLevel >= 2 then
if BASE.Debug and _TraceOnOff then
local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
@@ -1329,7 +1208,7 @@ end
-- @param Arguments A #table or any field.
function BASE:F3( Arguments )
if BASE.Debug and _TraceOnOff == true and _TraceLevel >= 3 then
if BASE.Debug and _TraceOnOff then
local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
@@ -1363,7 +1242,7 @@ function BASE:_T( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
if DebugInfoFrom then
LineFrom = DebugInfoFrom.currentline
end
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s", LineCurrent, LineFrom, "T", self.ClassName, self.ClassID, BASE:_Serialize(Arguments) ) )
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s", LineCurrent, LineFrom, "T", self.ClassName, self.ClassID, UTILS.BasicSerialize( Arguments ) ) )
end
end
end
@@ -1373,7 +1252,7 @@ end
-- @param Arguments A #table or any field.
function BASE:T( Arguments )
if BASE.Debug and _TraceOnOff == true then
if BASE.Debug and _TraceOnOff then
local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
@@ -1388,7 +1267,7 @@ end
-- @param Arguments A #table or any field.
function BASE:T2( Arguments )
if BASE.Debug and _TraceOnOff == true and _TraceLevel >= 2 then
if BASE.Debug and _TraceOnOff then
local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
@@ -1403,7 +1282,7 @@ end
-- @param Arguments A #table or any field.
function BASE:T3( Arguments )
if BASE.Debug and _TraceOnOff == true and _TraceLevel >= 3 then
if BASE.Debug and _TraceOnOff then
local DebugInfoCurrent = BASE.Debug.getinfo( 2, "nl" )
local DebugInfoFrom = BASE.Debug.getinfo( 3, "l" )
@@ -1435,7 +1314,7 @@ function BASE:E( Arguments )
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "E", self.ClassName, self.ClassID, Function, UTILS.BasicSerialize( Arguments ) ) )
else
env.info( string.format( "%1s:%30s%05d(%s)", "E", self.ClassName, self.ClassID, UTILS.BasicSerialize(Arguments) ) )
env.info( string.format( "%1s:%30s%05d(%s)", "E", self.ClassName, self.ClassID, UTILS.BasicSerialize( Arguments ) ) )
end
end
@@ -1462,7 +1341,39 @@ function BASE:I( Arguments )
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "I", self.ClassName, self.ClassID, Function, UTILS.BasicSerialize( Arguments ) ) )
else
env.info( string.format( "%1s:%30s%05d(%s)", "I", self.ClassName, self.ClassID, UTILS.BasicSerialize(Arguments)) )
env.info( string.format( "%1s:%30s%05d(%s)", "I", self.ClassName, self.ClassID, UTILS.BasicSerialize( Arguments ) ) )
end
end
--- old stuff
-- function BASE:_Destructor()
-- --self:E("_Destructor")
--
-- --self:EventRemoveAll()
-- end
-- THIS IS WHY WE NEED LUA 5.2 ...
-- function BASE:_SetDestructor()
--
-- -- TODO: Okay, this is really technical...
-- -- When you set a proxy to a table to catch __gc, weak tables don't behave like weak...
-- -- Therefore, I am parking this logic until I've properly discussed all this with the community.
--
-- local proxy = newproxy(true)
-- local proxyMeta = getmetatable(proxy)
--
-- proxyMeta.__gc = function ()
-- env.info("In __gc for " .. self:GetClassNameAndID() )
-- if self._Destructor then
-- self:_Destructor()
-- end
-- end
--
-- -- keep the userdata from newproxy reachable until the object
-- -- table is about to be garbage-collected - then the __gc hook
-- -- will be invoked and the destructor called
-- rawset( self, '__proxy', proxy )
--
-- end

View File

@@ -8,10 +8,6 @@
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Core/Beacon)
--
-- ===
--
-- ### Authors: Hugues "Grey_Echo" Bousquet, funkyfranky
--
-- @module Core.Beacon
@@ -38,13 +34,11 @@
-- @type BEACON
-- @field #string ClassName Name of the class "BEACON".
-- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{Wrapper.Controllable#CONTROLLABLE} that will receive radio capabilities.
-- @field #number UniqueName Counter to make the unique naming work.
-- @extends Core.Base#BASE
BEACON = {
ClassName = "BEACON",
Positionable = nil,
name = nil,
UniqueName = 0,
}
--- Beacon types supported by DCS.
@@ -292,7 +286,6 @@ end
-- myBeacon:AATACAN(20, "TEXACO", true) -- Activate the beacon
function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
self:F({TACANChannel, Message, Bearing, BeaconDuration})
self:E("This method is DEPRECATED! Please use ActivateTACAN() instead.")
local IsValid = true
@@ -386,9 +379,7 @@ end
function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDuration)
self:F({FileName, Frequency, Modulation, Power, BeaconDuration})
local IsValid = false
Modulation = Modulation or radio.modulation.AM
-- Check the filename
if type(FileName) == "string" then
if FileName:find(".ogg") or FileName:find(".wav") then
@@ -399,7 +390,7 @@ function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDurati
end
end
if not IsValid then
self:E({"File name invalid. Maybe something wrong with the extension? ", FileName})
self:E({"File name invalid. Maybe something wrong with the extension ? ", FileName})
end
-- Check the Frequency
@@ -425,9 +416,7 @@ function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDurati
if IsValid then
self:T2({"Activating Beacon on ", Frequency, Modulation})
-- Note that this is looped. I have to give this transmission a unique name, I use the class ID
BEACON.UniqueName = BEACON.UniqueName + 1
self.BeaconName = "MooseBeacon"..tostring(BEACON.UniqueName)
trigger.action.radioTransmission(FileName, self.Positionable:GetPositionVec3(), Modulation, true, Frequency, Power, self.BeaconName)
trigger.action.radioTransmission(FileName, self.Positionable:GetPositionVec3(), Modulation, true, Frequency, Power, tostring(self.ID))
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
SCHEDULER:New( nil,
@@ -435,8 +424,7 @@ function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDurati
self:StopRadioBeacon()
end, {}, BeaconDuration)
end
end
return self
end
end
--- Stops the Radio Beacon
@@ -445,7 +433,7 @@ end
function BEACON:StopRadioBeacon()
self:F()
-- The unique name of the transmission is the class ID
trigger.action.stopRadioTransmission(self.BeaconName)
trigger.action.stopRadioTransmission(tostring(self.ID))
return self
end

View File

@@ -20,7 +20,6 @@
-- * Manage database of hits to units and statics.
-- * Manage database of destroys of units and statics.
-- * Manage database of @{Core.Zone#ZONE_BASE} objects.
-- * Manage database of @{Wrapper.DynamicCargo#DYNAMICCARGO} objects alive in the mission.
--
-- ===
--
@@ -38,9 +37,6 @@
-- @field #table Templates Templates: Units, Groups, Statics, ClientsByName, ClientsByID.
-- @field #table CLIENTS Clients.
-- @field #table STORAGES DCS warehouse storages.
-- @field #table STNS Used Link16 octal numbers for F16/15/18/AWACS planes.
-- @field #table SADL Used Link16 octal numbers for A10/C-II planes.
-- @field #table DYNAMICCARGO Dynamic Cargo objects.
-- @extends Core.Base#BASE
--- Contains collections of wrapper objects defined within MOOSE that reflect objects within the simulator.
@@ -56,7 +52,6 @@
-- * PLAYERS
-- * CARGOS
-- * STORAGES (DCS warehouses)
-- * DYNAMICCARGO
--
-- On top, for internal MOOSE administration purposes, the DATABASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.
--
@@ -98,9 +93,6 @@ DATABASE = {
OPSZONES = {},
PATHLINES = {},
STORAGES = {},
STNS={},
SADL={},
DYNAMICCARGO={},
}
local _DATABASECoalition =
@@ -139,7 +131,7 @@ function DATABASE:New()
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.UnitLost, self._EventOnDeadOrCrash ) -- DCS 2.7.1 for Aerial units no dead event ATM
--self:HandleEvent( EVENTS.UnitLost, self._EventOnDeadOrCrash ) -- DCS 2.7.1 for Aerial units no dead event ATM
self:HandleEvent( EVENTS.Hit, self.AccountHits )
self:HandleEvent( EVENTS.NewCargo )
self:HandleEvent( EVENTS.DeleteCargo )
@@ -147,8 +139,6 @@ function DATABASE:New()
self:HandleEvent( EVENTS.DeleteZone )
--self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit ) -- This is not working anymore!, handling this through the birth event.
self:HandleEvent( EVENTS.PlayerLeaveUnit, self._EventOnPlayerLeaveUnit )
-- DCS 2.9.7 Moose own dynamic cargo events
self:HandleEvent( EVENTS.DynamicCargoRemoved, self._EventOnDynamicCargoRemoved)
self:_RegisterTemplates()
self:_RegisterGroupsAndUnits()
@@ -176,30 +166,24 @@ end
--- Adds a Unit based on the Unit Name in the DATABASE.
-- @param #DATABASE self
-- @param #string DCSUnitName Unit name.
-- @param #boolean force
-- @return Wrapper.Unit#UNIT The added unit.
function DATABASE:AddUnit( DCSUnitName, force )
local DCSunitName = DCSUnitName
if type(DCSunitName) == "number" then DCSunitName = string.format("%d",DCSUnitName) end
if not self.UNITS[DCSunitName] or force == true then
function DATABASE:AddUnit( DCSUnitName )
if not self.UNITS[DCSUnitName] then
-- Debug info.
self:T( { "Add UNIT:", DCSunitName } )
self:T( { "Add UNIT:", DCSUnitName } )
-- Register unit
self.UNITS[DCSunitName]=UNIT:Register(DCSunitName)
self.UNITS[DCSUnitName]=UNIT:Register(DCSUnitName)
end
return self.UNITS[DCSunitName]
return self.UNITS[DCSUnitName]
end
--- Deletes a Unit from the DATABASE based on the Unit Name.
-- @param #DATABASE self
function DATABASE:DeleteUnit( DCSUnitName )
self:T("DeleteUnit "..tostring(DCSUnitName))
self.UNITS[DCSUnitName] = nil
end
@@ -211,9 +195,10 @@ function DATABASE:AddStatic( DCSStaticName )
if not self.STATICS[DCSStaticName] then
self.STATICS[DCSStaticName] = STATIC:Register( DCSStaticName )
return self.STATICS[DCSStaticName]
end
return self.STATICS[DCSStaticName]
return nil
end
@@ -223,42 +208,16 @@ function DATABASE:DeleteStatic( DCSStaticName )
self.STATICS[DCSStaticName] = nil
end
--- Finds a STATIC based on the Static Name.
--- Finds a STATIC based on the StaticName.
-- @param #DATABASE self
-- @param #string StaticName Name of the static object.
-- @param #string StaticName
-- @return Wrapper.Static#STATIC The found STATIC.
function DATABASE:FindStatic( StaticName )
local StaticFound = self.STATICS[StaticName]
return StaticFound
end
--- Add a DynamicCargo to the database.
-- @param #DATABASE self
-- @param #string Name Name of the dynamic cargo.
-- @return Wrapper.DynamicCargo#DYNAMICCARGO The dynamic cargo object.
function DATABASE:AddDynamicCargo( Name )
if not self.DYNAMICCARGO[Name] then
self.DYNAMICCARGO[Name] = DYNAMICCARGO:Register(Name)
end
return self.DYNAMICCARGO[Name]
end
--- Finds a DYNAMICCARGO based on the Dynamic Cargo Name.
-- @param #DATABASE self
-- @param #string DynamicCargoName
-- @return Wrapper.DynamicCargo#DYNAMICCARGO The found DYNAMICCARGO.
function DATABASE:FindDynamicCargo( DynamicCargoName )
local StaticFound = self.DYNAMICCARGO[DynamicCargoName]
return StaticFound
end
--- Deletes a DYNAMICCARGO from the DATABASE based on the Dynamic Cargo Name.
-- @param #DATABASE self
function DATABASE:DeleteDynamicCargo( DynamicCargoName )
self.DYNAMICCARGO[DynamicCargoName] = nil
return self
end
--- Adds a Airbase based on the Airbase Name in the DATABASE.
-- @param #DATABASE self
-- @param #string AirbaseName The name of the airbase.
@@ -850,19 +809,14 @@ end
--- Adds a CLIENT based on the ClientName in the DATABASE.
-- @param #DATABASE self
-- @param #string ClientName Name of the Client unit.
-- @param #boolean Force (optional) Force registration of client.
-- @return Wrapper.Client#CLIENT The client object.
function DATABASE:AddClient( ClientName, Force )
local DCSUnitName = ClientName
if type(DCSUnitName) == "number" then DCSUnitName = string.format("%d",ClientName) end
if not self.CLIENTS[DCSUnitName] or Force == true then
self.CLIENTS[DCSUnitName] = CLIENT:Register( DCSUnitName )
function DATABASE:AddClient( ClientName )
if not self.CLIENTS[ClientName] then
self.CLIENTS[ClientName] = CLIENT:Register( ClientName )
end
return self.CLIENTS[DCSUnitName]
return self.CLIENTS[ClientName]
end
@@ -872,28 +826,16 @@ end
-- @return Wrapper.Group#GROUP The found GROUP.
function DATABASE:FindGroup( GroupName )
if type(GroupName) ~= "string" or GroupName == "" then return end
local GroupFound = self.GROUPS[GroupName]
if GroupFound == nil and GroupName ~= nil and self.Templates.Groups[GroupName] == nil then
-- see if the group exists in the API, maybe a dynamic slot
self:_RegisterDynamicGroup(GroupName)
return self.GROUPS[GroupName]
end
return GroupFound
end
--- Adds a GROUP based on the GroupName in the DATABASE.
-- @param #DATABASE self
-- @param #string GroupName
-- @param #boolean force
-- @return Wrapper.Group#GROUP The Group
function DATABASE:AddGroup( GroupName, force )
function DATABASE:AddGroup( GroupName )
if not self.GROUPS[GroupName] or force == true then
if not self.GROUPS[GroupName] then
self:T( { "Add GROUP:", GroupName } )
self.GROUPS[GroupName] = GROUP:Register( GroupName )
end
@@ -904,11 +846,9 @@ end
--- Adds a player based on the Player Name in the DATABASE.
-- @param #DATABASE self
function DATABASE:AddPlayer( UnitName, PlayerName )
if type(UnitName) == "number" then UnitName = string.format("%d",UnitName) end
if PlayerName then
self:I( { "Add player for unit:", UnitName, PlayerName } )
self:T( { "Add player for unit:", UnitName, PlayerName } )
self.PLAYERS[PlayerName] = UnitName
self.PLAYERUNITS[PlayerName] = self:FindUnit( UnitName )
self.PLAYERSJOINED[PlayerName] = PlayerName
@@ -916,21 +856,6 @@ function DATABASE:AddPlayer( UnitName, PlayerName )
end
--- Get a PlayerName by UnitName from PLAYERS in DATABASE.
-- @param #DATABASE self
-- @return #string PlayerName
-- @return Wrapper.Unit#UNIT PlayerUnit
function DATABASE:_FindPlayerNameByUnitName(UnitName)
if UnitName then
for playername,unitname in pairs(self.PLAYERS) do
if unitname == UnitName and self.PLAYERUNITS[playername] and self.PLAYERUNITS[playername]:IsAlive() then
return playername, self.PLAYERUNITS[playername]
end
end
end
return nil
end
--- Deletes a player from the DATABASE based on the Player Name.
-- @param #DATABASE self
function DATABASE:DeletePlayer( UnitName, PlayerName )
@@ -1003,7 +928,7 @@ function DATABASE:Spawn( SpawnTemplate )
SpawnTemplate.CountryID = nil
SpawnTemplate.CategoryID = nil
self:_RegisterGroupTemplate( SpawnTemplate, SpawnCoalitionID, SpawnCategoryID, SpawnCountryID, SpawnTemplate.name )
self:_RegisterGroupTemplate( SpawnTemplate, SpawnCoalitionID, SpawnCategoryID, SpawnCountryID )
self:T3( SpawnTemplate )
coalition.addGroup( SpawnCountryID, SpawnCategoryID, SpawnTemplate )
@@ -1080,7 +1005,7 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
self.Templates.Groups[GroupTemplateName].CategoryID = CategoryID
self.Templates.Groups[GroupTemplateName].CoalitionID = CoalitionSide
self.Templates.Groups[GroupTemplateName].CountryID = CountryID
local UnitNames = {}
for unit_num, UnitTemplate in pairs( GroupTemplate.units ) do
@@ -1104,31 +1029,10 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
self.Templates.ClientsByName[UnitTemplate.name].CountryID = CountryID
self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate
end
if UnitTemplate.AddPropAircraft then
if UnitTemplate.AddPropAircraft.STN_L16 then
local stn = UTILS.OctalToDecimal(UnitTemplate.AddPropAircraft.STN_L16)
if stn == nil or stn < 1 then
self:E("WARNING: Invalid STN "..tostring(UnitTemplate.AddPropAircraft.STN_L16).." for ".. UnitTemplate.name)
else
self.STNS[stn] = UnitTemplate.name
self:I("Register STN "..tostring(UnitTemplate.AddPropAircraft.STN_L16).." for ".. UnitTemplate.name)
end
end
if UnitTemplate.AddPropAircraft.SADL_TN then
local sadl = UTILS.OctalToDecimal(UnitTemplate.AddPropAircraft.SADL_TN)
if sadl == nil or sadl < 1 then
self:E("WARNING: Invalid SADL "..tostring(UnitTemplate.AddPropAircraft.SADL_TN).." for ".. UnitTemplate.name)
else
self.SADL[sadl] = UnitTemplate.name
self:I("Register SADL "..tostring(UnitTemplate.AddPropAircraft.SADL_TN).." for ".. UnitTemplate.name)
end
end
end
UnitNames[#UnitNames+1] = self.Templates.Units[UnitTemplate.name].UnitName
end
-- Debug info.
self:T( { Group = self.Templates.Groups[GroupTemplateName].GroupName,
Coalition = self.Templates.Groups[GroupTemplateName].CoalitionID,
@@ -1139,92 +1043,15 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
)
end
--- Get next (consecutive) free STN as octal number.
-- @param #DATABASE self
-- @param #number octal Starting octal.
-- @param #string unitname Name of the associated unit.
-- @return #number Octal
function DATABASE:GetNextSTN(octal,unitname)
local first = UTILS.OctalToDecimal(octal) or 0
if self.STNS[first] == unitname then return octal end
local nextoctal = 77777
local found = false
if 32767-first < 10 then
first = 0
end
for i=first+1,32767 do
if self.STNS[i] == nil then
found = true
nextoctal = UTILS.DecimalToOctal(i)
self.STNS[i] = unitname
self:T("Register STN "..tostring(nextoctal).." for ".. unitname)
break
end
end
if not found then
self:E(string.format("WARNING: No next free STN past %05d found!",octal))
-- cleanup
local NewSTNS = {}
for _id,_name in pairs(self.STNS) do
if self.UNITS[_name] ~= nil then
NewSTNS[_id] = _name
end
end
self.STNS = nil
self.STNS = NewSTNS
end
return nextoctal
end
--- Get next (consecutive) free SADL as octal number.
-- @param #DATABASE self
-- @param #number octal Starting octal.
-- @param #string unitname Name of the associated unit.
-- @return #number Octal
function DATABASE:GetNextSADL(octal,unitname)
local first = UTILS.OctalToDecimal(octal) or 0
if self.SADL[first] == unitname then return octal end
local nextoctal = 7777
local found = false
if 4095-first < 10 then
first = 0
end
for i=first+1,4095 do
if self.STNS[i] == nil then
found = true
nextoctal = UTILS.DecimalToOctal(i)
self.SADL[i] = unitname
self:T("Register SADL "..tostring(nextoctal).." for ".. unitname)
break
end
end
if not found then
self:E(string.format("WARNING: No next free SADL past %04d found!",octal))
-- cleanup
local NewSTNS = {}
for _id,_name in pairs(self.SADL) do
if self.UNITS[_name] ~= nil then
NewSTNS[_id] = _name
end
end
self.SADL = nil
self.SADL = NewSTNS
end
return nextoctal
end
--- Get group template.
-- @param #DATABASE self
-- @param #string GroupName Group name.
-- @return #table Group template table.
function DATABASE:GetGroupTemplate( GroupName )
local GroupTemplate=nil
if self.Templates.Groups[GroupName] then
GroupTemplate = self.Templates.Groups[GroupName].Template
GroupTemplate.SpawnCoalitionID = self.Templates.Groups[GroupName].CoalitionID
GroupTemplate.SpawnCategoryID = self.Templates.Groups[GroupName].CategoryID
GroupTemplate.SpawnCountryID = self.Templates.Groups[GroupName].CountryID
end
local GroupTemplate = self.Templates.Groups[GroupName].Template
GroupTemplate.SpawnCoalitionID = self.Templates.Groups[GroupName].CoalitionID
GroupTemplate.SpawnCategoryID = self.Templates.Groups[GroupName].CategoryID
GroupTemplate.SpawnCountryID = self.Templates.Groups[GroupName].CountryID
return GroupTemplate
end
@@ -1269,43 +1096,6 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
return self
end
--- Get a generic static cargo group template from scratch for dynamic cargo spawns register. Does not register the template!
-- @param #DATABASE self
-- @param #string Name Name of the static.
-- @param #string Typename Typename of the static. Defaults to "container_cargo".
-- @param #number Mass Mass of the static. Defaults to 0.
-- @param #number Coalition Coalition of the static. Defaults to coalition.side.BLUE.
-- @param #number Country Country of the static. Defaults to country.id.GERMANY.
-- @return #table Static template table.
function DATABASE:_GetGenericStaticCargoGroupTemplate(Name,Typename,Mass,Coalition,Country)
local StaticTemplate = {}
StaticTemplate.name = Name or "None"
StaticTemplate.units = { [1] = {
name = Name,
resourcePayload = {
["weapons"] = {},
["aircrafts"] = {},
["gasoline"] = 0,
["diesel"] = 0,
["methanol_mixture"] = 0,
["jet_fuel"] = 0,
},
["mass"] = Mass or 0,
["category"] = "Cargos",
["canCargo"] = true,
["type"] = Typename or "container_cargo",
["rate"] = 100,
["y"] = 0,
["x"] = 0,
["heading"] = 0,
}}
StaticTemplate.CategoryID = "static"
StaticTemplate.CoalitionID = Coalition or coalition.side.BLUE
StaticTemplate.CountryID = Country or country.id.GERMANY
--UTILS.PrintTableToLog(StaticTemplate)
return StaticTemplate
end
--- Get static group template.
-- @param #DATABASE self
-- @param #string StaticName Name of the static.
@@ -1379,11 +1169,7 @@ end
-- @param #string ClientName Name of the Client.
-- @return #number Coalition ID.
function DATABASE:GetCoalitionFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then
return self.Templates.ClientsByName[ClientName].CoalitionID
end
self:E("WARNING: Template does not exist for client "..tostring(ClientName))
return nil
return self.Templates.ClientsByName[ClientName].CoalitionID
end
--- Get category ID from client name.
@@ -1391,11 +1177,7 @@ end
-- @param #string ClientName Name of the Client.
-- @return #number Category ID.
function DATABASE:GetCategoryFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then
return self.Templates.ClientsByName[ClientName].CategoryID
end
self:E("WARNING: Template does not exist for client "..tostring(ClientName))
return nil
return self.Templates.ClientsByName[ClientName].CategoryID
end
--- Get country ID from client name.
@@ -1403,11 +1185,7 @@ end
-- @param #string ClientName Name of the Client.
-- @return #number Country ID.
function DATABASE:GetCountryFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then
return self.Templates.ClientsByName[ClientName].CountryID
end
self:E("WARNING: Template does not exist for client "..tostring(ClientName))
return nil
return self.Templates.ClientsByName[ClientName].CountryID
end
--- Airbase
@@ -1453,36 +1231,6 @@ function DATABASE:_RegisterPlayers()
return self
end
--- Private method that registers a single dynamic slot Group and Units within in the mission.
-- @param #DATABASE self
-- @return #DATABASE self
function DATABASE:_RegisterDynamicGroup(Groupname)
local DCSGroup = Group.getByName(Groupname)
if DCSGroup and DCSGroup:isExist() then
-- Group name.
local DCSGroupName = DCSGroup:getName()
-- Add group.
self:I(string.format("Register Group: %s", tostring(DCSGroupName)))
self:AddGroup( DCSGroupName, true )
-- Loop over units in group.
for DCSUnitId, DCSUnit in pairs( DCSGroup:getUnits() ) do
-- Get unit name.
local DCSUnitName = DCSUnit:getName()
-- Add unit.
self:I(string.format("Register Unit: %s", tostring(DCSUnitName)))
self:AddUnit( tostring(DCSUnitName), true )
end
else
self:E({"Group does not exist: ", DCSGroup})
end
return self
end
--- Private method that registers all Groups and Units within in the mission.
-- @param #DATABASE self
@@ -1581,29 +1329,12 @@ end
-- @param DCS#Airbase airbase Airbase.
-- @return #DATABASE self
function DATABASE:_RegisterAirbase(airbase)
local IsSyria = UTILS.GetDCSMap() == "Syria" and true or false
local countHSyria = 0
if airbase then
-- Get the airbase name.
local DCSAirbaseName = airbase:getName()
-- DCS 2.9.8.1107 added 143 helipads all named H with the same object ID ..
if IsSyria and DCSAirbaseName == "H" and countHSyria > 0 then
--[[
local p = airbase:getPosition().p
local mgrs = COORDINATE:New(p.x,p.z,p.y):ToStringMGRS()
self:I("Airbase on Syria map named H @ "..mgrs)
countHSyria = countHSyria + 1
if countHSyria > 1 then return self end
--]]
return self
elseif IsSyria and DCSAirbaseName == "H" and countHSyria == 0 then
countHSyria = countHSyria + 1
end
-- This gave the incorrect value to be inserted into the airdromeID for DCS 2.5.6. Is fixed now.
local airbaseID=airbase:getID()
@@ -1643,7 +1374,7 @@ end
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event
function DATABASE:_EventOnBirth( Event )
self:T( { Event } )
self:F( { Event } )
if Event.IniDCSUnit then
@@ -1651,17 +1382,7 @@ function DATABASE:_EventOnBirth( Event )
-- Add static object to DB.
self:AddStatic( Event.IniDCSUnitName )
elseif Event.IniObjectCategory == Object.Category.CARGO and string.match(Event.IniUnitName,".+|%d%d:%d%d|PKG%d+") then
-- Add dynamic cargo object to DB
local cargo = self:AddDynamicCargo(Event.IniDCSUnitName)
self:I(string.format("Adding dynamic cargo %s", tostring(Event.IniDCSUnitName)))
self:CreateEventNewDynamicCargo( cargo )
else
if Event.IniObjectCategory == Object.Category.UNIT then
@@ -1682,9 +1403,9 @@ function DATABASE:_EventOnBirth( Event )
end
if Event.IniObjectCategory == Object.Category.UNIT then
Event.IniGroup = self:FindGroup( Event.IniDCSGroupName )
Event.IniUnit = self:FindUnit( Event.IniDCSUnitName )
Event.IniGroup = self:FindGroup( Event.IniDCSGroupName )
-- Client
local client=self.CLIENTS[Event.IniDCSUnitName] --Wrapper.Client#CLIENT
@@ -1699,11 +1420,11 @@ function DATABASE:_EventOnBirth( Event )
if PlayerName then
-- Debug info.
self:I(string.format("Player '%s' joined unit '%s' (%s) of group '%s'", tostring(PlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniTypeName), tostring(Event.IniDCSGroupName)))
self:I(string.format("Player '%s' joined unit '%s' of group '%s'", tostring(PlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniDCSGroupName)))
-- Add client in case it does not exist already.
if client == nil or (client and client:CountPlayers() == 0) then
client=self:AddClient(Event.IniDCSUnitName, true)
if not client then
client=self:AddClient(Event.IniDCSUnitName)
end
-- Add player.
@@ -1713,19 +1434,14 @@ function DATABASE:_EventOnBirth( Event )
if not self.PLAYERS[PlayerName] then
self:AddPlayer( Event.IniUnitName, PlayerName )
end
local function SetPlayerSettings(self,PlayerName,IniUnit)
-- Player settings.
local Settings = SETTINGS:Set( PlayerName )
--Settings:SetPlayerMenu(Event.IniUnit)
Settings:SetPlayerMenu(IniUnit)
-- Create an event.
self:CreateEventPlayerEnterAircraft(IniUnit)
--self:CreateEventPlayerEnterAircraft(Event.IniUnit)
end
self:ScheduleOnce(1,SetPlayerSettings,self,PlayerName,Event.IniUnit)
-- Player settings.
local Settings = SETTINGS:Set( PlayerName )
Settings:SetPlayerMenu(Event.IniUnit)
-- Create an event.
self:CreateEventPlayerEnterAircraft(Event.IniUnit)
end
end
@@ -1739,6 +1455,7 @@ end
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event
function DATABASE:_EventOnDeadOrCrash( Event )
if Event.IniDCSUnit then
local name=Event.IniDCSUnitName
@@ -1746,7 +1463,7 @@ function DATABASE:_EventOnDeadOrCrash( Event )
if Event.IniObjectCategory == 3 then
---
-- STATICS
-- STATICS
---
if self.STATICS[Event.IniDCSUnitName] then
@@ -1756,7 +1473,7 @@ function DATABASE:_EventOnDeadOrCrash( Event )
---
-- Maybe a UNIT?
---
-- Delete unit.
if self.UNITS[Event.IniDCSUnitName] then
self:T("STATIC Event for UNIT "..tostring(Event.IniDCSUnitName))
@@ -1779,8 +1496,7 @@ function DATABASE:_EventOnDeadOrCrash( Event )
-- Delete unit.
if self.UNITS[Event.IniDCSUnitName] then
self:ScheduleOnce(1,self.DeleteUnit,self,Event.IniDCSUnitName)
--self:DeleteUnit(Event.IniDCSUnitName)
self:DeleteUnit(Event.IniDCSUnitName)
end
-- Remove client players.
@@ -1847,15 +1563,6 @@ function DATABASE:_EventOnPlayerEnterUnit( Event )
end
end
--- Handles the OnDynamicCargoRemoved event to clean the active dynamic cargo table.
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event
function DATABASE:_EventOnDynamicCargoRemoved( Event )
self:T( { Event } )
if Event.IniDynamicCargoName then
self:DeleteDynamicCargo(Event.IniDynamicCargoName)
end
end
--- Handles the OnPlayerLeaveUnit event to clean the active players table.
-- @param #DATABASE self
@@ -1879,7 +1586,7 @@ function DATABASE:_EventOnPlayerLeaveUnit( Event )
if Event.IniObjectCategory == 1 then
-- Try to get the player name. This can be buggy for multicrew aircraft!
local PlayerName = Event.IniPlayerName or Event.IniUnit:GetPlayerName() or FindPlayerName(Event.IniUnitName)
local PlayerName = Event.IniUnit:GetPlayerName() or FindPlayerName(Event.IniUnitName)
if PlayerName then
@@ -1897,7 +1604,6 @@ function DATABASE:_EventOnPlayerLeaveUnit( Event )
local client=self.CLIENTS[Event.IniDCSUnitName] --Wrapper.Client#CLIENT
if client then
client:RemovePlayer(PlayerName)
--self.PLAYERSETTINGS[PlayerName] = nil
end
end
@@ -2276,7 +1982,7 @@ function DATABASE:_RegisterTemplates()
for group_num, Template in pairs(obj_type_data.group) do
if obj_type_name ~= "static" and Template and Template.units and type(Template.units) == 'table' then --making sure again- this is a valid group
self:_RegisterGroupTemplate(Template, CoalitionSide, _DATABASECategory[string.lower(CategoryName)], CountryID)
else

View File

@@ -194,11 +194,6 @@ world.event.S_EVENT_NEW_ZONE_GOAL = world.event.S_EVENT_MAX + 1004
world.event.S_EVENT_DELETE_ZONE_GOAL = world.event.S_EVENT_MAX + 1005
world.event.S_EVENT_REMOVE_UNIT = world.event.S_EVENT_MAX + 1006
world.event.S_EVENT_PLAYER_ENTER_AIRCRAFT = world.event.S_EVENT_MAX + 1007
-- dynamic cargo
world.event.S_EVENT_NEW_DYNAMIC_CARGO = world.event.S_EVENT_MAX + 1008
world.event.S_EVENT_DYNAMIC_CARGO_LOADED = world.event.S_EVENT_MAX + 1009
world.event.S_EVENT_DYNAMIC_CARGO_UNLOADED = world.event.S_EVENT_MAX + 1010
world.event.S_EVENT_DYNAMIC_CARGO_REMOVED = world.event.S_EVENT_MAX + 1011
--- The different types of events supported by MOOSE.
@@ -266,29 +261,17 @@ EVENTS = {
SimulationStart = world.event.S_EVENT_SIMULATION_START or -1,
WeaponRearm = world.event.S_EVENT_WEAPON_REARM or -1,
WeaponDrop = world.event.S_EVENT_WEAPON_DROP or -1,
-- Added with DCS 2.9.x
--UnitTaskTimeout = world.event.S_EVENT_UNIT_TASK_TIMEOUT or -1,
UnitTaskComplete = world.event.S_EVENT_UNIT_TASK_COMPLETE or -1,
-- Added with DCS 2.9.0
UnitTaskTimeout = world.event.S_EVENT_UNIT_TASK_TIMEOUT or -1,
UnitTaskStage = world.event.S_EVENT_UNIT_TASK_STAGE or -1,
--MacSubtaskScore = world.event.S_EVENT_MAC_SUBTASK_SCORE or -1,
MacSubtaskScore = world.event.S_EVENT_MAC_SUBTASK_SCORE or -1,
MacExtraScore = world.event.S_EVENT_MAC_EXTRA_SCORE or -1,
MissionRestart = world.event.S_EVENT_MISSION_RESTART or -1,
MissionWinner = world.event.S_EVENT_MISSION_WINNER or -1,
RunwayTakeoff = world.event.S_EVENT_RUNWAY_TAKEOFF or -1,
RunwayTouch = world.event.S_EVENT_RUNWAY_TOUCH or -1,
MacLMSRestart = world.event.S_EVENT_MAC_LMS_RESTART or -1,
SimulationFreeze = world.event.S_EVENT_SIMULATION_FREEZE or -1,
SimulationUnfreeze = world.event.S_EVENT_SIMULATION_UNFREEZE or -1,
HumanAircraftRepairStart = world.event.S_EVENT_HUMAN_AIRCRAFT_REPAIR_START or -1,
HumanAircraftRepairFinish = world.event.S_EVENT_HUMAN_AIRCRAFT_REPAIR_FINISH or -1,
-- dynamic cargo
NewDynamicCargo = world.event.S_EVENT_NEW_DYNAMIC_CARGO or -1,
DynamicCargoLoaded = world.event.S_EVENT_DYNAMIC_CARGO_LOADED or -1,
DynamicCargoUnloaded = world.event.S_EVENT_DYNAMIC_CARGO_UNLOADED or -1,
DynamicCargoRemoved = world.event.S_EVENT_DYNAMIC_CARGO_REMOVED or -1,
PostponedTakeoff = world.event.S_EVENT_POSTPONED_TAKEOFF or -1,
PostponedLand = world.event.S_EVENT_POSTPONED_LAND or -1,
}
--- The Event structure
-- Note that at the beginning of each field description, there is an indication which field will be populated depending on the object type involved in the Event:
--
@@ -344,9 +327,6 @@ EVENTS = {
--
-- @field Core.Zone#ZONE Zone The zone object.
-- @field #string ZoneName The name of the zone.
--
-- @field Wrapper.DynamicCargo#DYNAMICCARGO IniDynamicCargo The dynamic cargo object.
-- @field #string IniDynamicCargoName The dynamic cargo unit name.
@@ -666,24 +646,24 @@ local _EVENTMETA = {
Text = "S_EVENT_WEAPON_DROP"
},
-- DCS 2.9
--[EVENTS.UnitTaskTimeout] = {
-- Order = 1,
-- Side = "I",
-- Event = "OnEventUnitTaskTimeout",
-- Text = "S_EVENT_UNIT_TASK_TIMEOUT "
--},
[EVENTS.UnitTaskTimeout] = {
Order = 1,
Side = "I",
Event = "OnEventUnitTaskTimeout",
Text = "S_EVENT_UNIT_TASK_TIMEOUT "
},
[EVENTS.UnitTaskStage] = {
Order = 1,
Side = "I",
Event = "OnEventUnitTaskStage",
Text = "S_EVENT_UNIT_TASK_STAGE "
},
--[EVENTS.MacSubtaskScore] = {
-- Order = 1,
--Side = "I",
--Event = "OnEventMacSubtaskScore",
--Text = "S_EVENT_MAC_SUBTASK_SCORE"
--},
[EVENTS.MacSubtaskScore] = {
Order = 1,
Side = "I",
Event = "OnEventMacSubtaskScore",
Text = "S_EVENT_MAC_SUBTASK_SCORE"
},
[EVENTS.MacExtraScore] = {
Order = 1,
Side = "I",
@@ -702,76 +682,20 @@ local _EVENTMETA = {
Event = "OnEventMissionWinner",
Text = "S_EVENT_MISSION_WINNER"
},
[EVENTS.RunwayTakeoff] = {
[EVENTS.PostponedTakeoff] = {
Order = 1,
Side = "I",
Event = "OnEventRunwayTakeoff",
Text = "S_EVENT_RUNWAY_TAKEOFF"
Event = "OnEventPostponedTakeoff",
Text = "S_EVENT_POSTPONED_TAKEOFF"
},
[EVENTS.RunwayTouch] = {
[EVENTS.PostponedLand] = {
Order = 1,
Side = "I",
Event = "OnEventRunwayTouch",
Text = "S_EVENT_RUNWAY_TOUCH"
},
[EVENTS.MacLMSRestart] = {
Order = 1,
Side = "I",
Event = "OnEventMacLMSRestart",
Text = "S_EVENT_MAC_LMS_RESTART"
},
[EVENTS.SimulationFreeze] = {
Order = 1,
Side = "I",
Event = "OnEventSimulationFreeze",
Text = "S_EVENT_SIMULATION_FREEZE"
},
[EVENTS.SimulationUnfreeze] = {
Order = 1,
Side = "I",
Event = "OnEventSimulationUnfreeze",
Text = "S_EVENT_SIMULATION_UNFREEZE"
},
[EVENTS.HumanAircraftRepairStart] = {
Order = 1,
Side = "I",
Event = "OnEventHumanAircraftRepairStart",
Text = "S_EVENT_HUMAN_AIRCRAFT_REPAIR_START"
},
[EVENTS.HumanAircraftRepairFinish] = {
Order = 1,
Side = "I",
Event = "OnEventHumanAircraftRepairFinish",
Text = "S_EVENT_HUMAN_AIRCRAFT_REPAIR_FINISH"
},
-- dynamic cargo
[EVENTS.NewDynamicCargo] = {
Order = 1,
Side = "I",
Event = "OnEventNewDynamicCargo",
Text = "S_EVENT_NEW_DYNAMIC_CARGO"
},
[EVENTS.DynamicCargoLoaded] = {
Order = 1,
Side = "I",
Event = "OnEventDynamicCargoLoaded",
Text = "S_EVENT_DYNAMIC_CARGO_LOADED"
},
[EVENTS.DynamicCargoUnloaded] = {
Order = 1,
Side = "I",
Event = "OnEventDynamicCargoUnloaded",
Text = "S_EVENT_DYNAMIC_CARGO_UNLOADED"
},
[EVENTS.DynamicCargoRemoved] = {
Order = 1,
Side = "I",
Event = "OnEventDynamicCargoRemoved",
Text = "S_EVENT_DYNAMIC_CARGO_REMOVED"
Event = "OnEventPostponedLand",
Text = "S_EVENT_POSTPONED_LAND"
},
}
--- The Events structure
-- @type EVENT.Events
-- @field #number IniUnit
@@ -1184,63 +1108,7 @@ do -- Event Creation
world.onEvent( Event )
end
--- Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.
-- @param #EVENT self
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
function EVENT:CreateEventNewDynamicCargo(DynamicCargo)
self:F({DynamicCargo})
local Event = {
id = EVENTS.NewDynamicCargo,
time = timer.getTime(),
dynamiccargo = DynamicCargo,
initiator = DynamicCargo:GetDCSObject(),
}
world.onEvent( Event )
end
--- Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.
-- @param #EVENT self
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
function EVENT:CreateEventDynamicCargoLoaded(DynamicCargo)
self:F({DynamicCargo})
local Event = {
id = EVENTS.DynamicCargoLoaded,
time = timer.getTime(),
dynamiccargo = DynamicCargo,
initiator = DynamicCargo:GetDCSObject(),
}
world.onEvent( Event )
end
--- Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.
-- @param #EVENT self
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
function EVENT:CreateEventDynamicCargoUnloaded(DynamicCargo)
self:F({DynamicCargo})
local Event = {
id = EVENTS.DynamicCargoUnloaded,
time = timer.getTime(),
dynamiccargo = DynamicCargo,
initiator = DynamicCargo:GetDCSObject(),
}
world.onEvent( Event )
end
--- Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.
-- @param #EVENT self
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
function EVENT:CreateEventDynamicCargoRemoved(DynamicCargo)
self:F({DynamicCargo})
local Event = {
id = EVENTS.DynamicCargoRemoved,
time = timer.getTime(),
dynamiccargo = DynamicCargo,
initiator = DynamicCargo:GetDCSObject(),
}
world.onEvent( Event )
end
end
--- Main event function.
@@ -1329,7 +1197,6 @@ function EVENT:onEvent( Event )
end
Event.IniDCSGroupName = Event.IniUnit and Event.IniUnit.GroupName or ""
Event.IniGroupName=Event.IniDCSGroupName --At least set the group name because group might not exist any more
if Event.IniDCSGroup and Event.IniDCSGroup:isExist() then
Event.IniDCSGroupName = Event.IniDCSGroup:getName()
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
@@ -1356,13 +1223,7 @@ function EVENT:onEvent( Event )
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
if string.match(Event.IniUnitName,".+|%d%d:%d%d|PKG%d+") then
Event.IniDynamicCargo = DYNAMICCARGO:FindByName(Event.IniUnitName)
Event.IniDynamicCargoName = Event.IniUnitName
Event.IniPlayerName = string.match(Event.IniUnitName,"^(.+)|%d%d:%d%d|PKG%d+")
else
Event.IniUnit = CARGO:FindByName( Event.IniDCSUnitName )
end
Event.IniUnit = CARGO:FindByName( Event.IniDCSUnitName )
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
@@ -1372,12 +1233,11 @@ function EVENT:onEvent( Event )
-- Scenery
---
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = ( Event.IniDCSUnit and Event.IniDCSUnit.getName ) and Event.IniDCSUnit:getName() or "Scenery no name "..math.random(1,20000)
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
Event.IniUnit = SCENERY:Register( Event.IniDCSUnitName, Event.initiator )
Event.IniCategory = (Event.IniDCSUnit and Event.IniDCSUnit.getDesc ) and Event.IniDCSUnit:getDesc().category
Event.IniTypeName = (Event.initiator and Event.initiator.isExist
and Event.initiator:isExist() and Event.IniDCSUnit and Event.IniDCSUnit.getTypeName) and Event.IniDCSUnit:getTypeName() or "SCENERY"
Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.initiator:isExist() and Event.IniDCSUnit:getTypeName() or "SCENERY"
elseif Event.IniObjectCategory == Object.Category.BASE then
---
@@ -1441,7 +1301,7 @@ function EVENT:onEvent( Event )
-- STATIC
---
Event.TgtDCSUnit = Event.target
if Event.target.isExist and Event.target:isExist() and Event.id ~= 33 then -- leave out ejected seat object, check that isExist exists (Kiowa Hellfire issue, Special K)
if Event.target:isExist() and Event.id ~= 33 then -- leave out ejected seat object
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
-- Workaround for borked target info on cruise missiles
if Event.TgtDCSUnitName and Event.TgtDCSUnitName ~= "" then
@@ -1475,26 +1335,24 @@ function EVENT:onEvent( Event )
-- SCENERY
---
Event.TgtDCSUnit = Event.target
Event.TgtDCSUnitName = Event.TgtDCSUnit.getName and Event.TgtDCSUnit.getName() or nil
if Event.TgtDCSUnitName~=nil then
Event.TgtUnitName = Event.TgtDCSUnitName
Event.TgtUnit = SCENERY:Register( Event.TgtDCSUnitName, Event.target )
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
end
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
Event.TgtUnitName = Event.TgtDCSUnitName
Event.TgtUnit = SCENERY:Register( Event.TgtDCSUnitName, Event.target )
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
end
end
-- Weapon.
if Event.weapon and type(Event.weapon) == "table" and Event.weapon.isExist and Event.weapon:isExist() then
if Event.weapon then
Event.Weapon = Event.weapon
Event.WeaponName = Event.weapon:isExist() and Event.weapon:getTypeName() or "Unknown Weapon"
Event.WeaponName = Event.Weapon:getTypeName()
Event.WeaponUNIT = CLIENT:Find( Event.Weapon, '', true ) -- Sometimes, the weapon is a player unit!
Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon.getPlayerName and Event.Weapon:getPlayerName()
--Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon:getPlayerName()
Event.WeaponCoalition = Event.WeaponUNIT and Event.Weapon.getCoalition and Event.Weapon:getCoalition()
Event.WeaponCategory = Event.WeaponUNIT and Event.Weapon.getDesc and Event.Weapon:getDesc().category
Event.WeaponTypeName = Event.WeaponUNIT and Event.Weapon.getTypeName and Event.Weapon:getTypeName()
Event.WeaponCoalition = Event.WeaponUNIT and Event.Weapon:getCoalition()
Event.WeaponCategory = Event.WeaponUNIT and Event.Weapon:getDesc().category
Event.WeaponTypeName = Event.WeaponUNIT and Event.Weapon:getTypeName()
--Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
end
@@ -1520,7 +1378,6 @@ function EVENT:onEvent( Event )
Event.MarkCoordinate=COORDINATE:NewFromVec3(Event.pos)
Event.MarkText=Event.text
Event.MarkCoalition=Event.coalition
Event.IniCoalition=Event.coalition
Event.MarkGroupID = Event.groupID
end
@@ -1529,15 +1386,6 @@ function EVENT:onEvent( Event )
Event.Cargo = Event.cargo
Event.CargoName = Event.cargo.Name
end
-- Dynamic cargo Object
if Event.dynamiccargo then
Event.IniDynamicCargo = Event.dynamiccargo
Event.IniDynamicCargoName = Event.IniDynamicCargo.StaticName
if Event.IniDynamicCargo.Owner or Event.IniUnitName then
Event.IniPlayerName = Event.IniDynamicCargo.Owner or string.match(Event.IniUnitName or "None|00:00|PKG00","^(.+)|%d%d:%d%d|PKG%d+")
end
end
-- Zone object.
if Event.zone then

View File

@@ -17,7 +17,7 @@
-- ### Author: **Applevangelist**
--
-- Date: 5 May 2021
-- Last Update: Mar 2023
-- Last Update: Feb 2023
--
-- ===
---
@@ -50,7 +50,7 @@ MARKEROPS_BASE = {
ClassName = "MARKEROPS",
Tag = "mytag",
Keywords = {},
version = "0.1.4",
version = "0.1.1",
debug = false,
Casesensitive = true,
}
@@ -108,30 +108,23 @@ function MARKEROPS_BASE:New(Tagname,Keywords,Casesensitive)
--- On after "MarkAdded" event. Triggered when a Marker is added to the F10 map.
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkAdded
-- @param #MARKEROPS_BASE self
-- @param #string From The From state.
-- @param #string Event The Event called.
-- @param #string To The To state.
-- @param #string Text The text on the marker.
-- @param #table Keywords Table of matching keywords found in the Event text.
-- @param #string From The From state
-- @param #string Event The Event called
-- @param #string To The To state
-- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text
-- @param Core.Point#COORDINATE Coord Coordinate of the marker.
-- @param #number MarkerID Id of this marker.
-- @param #number CoalitionNumber Coalition of the marker creator.
-- @param #string PlayerName Name of the player creating/changing the mark. nil if it cannot be obtained.
-- @param Core.Event#EVENTDATA EventData the event data table.
--- On after "MarkChanged" event. Triggered when a Marker is changed on the F10 map.
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkChanged
-- @param #MARKEROPS_BASE self
-- @param #string From The From state.
-- @param #string Event The Event called.
-- @param #string To The To state.
-- @param #string Text The text on the marker.
-- @param #table Keywords Table of matching keywords found in the Event text.
-- @param #string From The From state
-- @param #string Event The Event called
-- @param #string To The To state
-- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text
-- @param Core.Point#COORDINATE Coord Coordinate of the marker.
-- @param #number MarkerID Id of this marker.
-- @param #number CoalitionNumber Coalition of the marker creator.
-- @param #string PlayerName Name of the player creating/changing the mark. nil if it cannot be obtained.
-- @param Core.Event#EVENTDATA EventData the event data table
-- @param #number idx DCS Marker ID
--- On after "MarkDeleted" event. Triggered when a Marker is deleted from the F10 map.
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkDeleted
@@ -140,7 +133,7 @@ function MARKEROPS_BASE:New(Tagname,Keywords,Casesensitive)
-- @param #string Event The Event called
-- @param #string To The To state
--- "Stop" trigger. Used to stop the function an unhandle events
--- "Stop" trigger. Used to stop the function an unhandle events
-- @function [parent=#MARKEROPS_BASE] Stop
end
@@ -154,43 +147,37 @@ function MARKEROPS_BASE:OnEventMark(Event)
self:E("Skipping onEvent. Event or Event.idx unknown.")
return true
end
local coalition = Event.MarkCoalition
--position
local vec3={y=Event.pos.y, x=Event.pos.x, z=Event.pos.z}
local coord=COORDINATE:NewFromVec3(vec3)
if self.debug then
local coordtext = coord:ToStringLLDDM()
local text = tostring(Event.text)
local m = MESSAGE:New(string.format("Mark added at %s with text: %s",coordtext,text),10,"Info",false):ToAll()
end
-- decision
if Event.id==world.event.S_EVENT_MARK_ADDED then
self:T({event="S_EVENT_MARK_ADDED", carrier=Event.IniGroupName, vec3=Event.pos})
self:T({event="S_EVENT_MARK_ADDED", carrier=self.groupname, vec3=Event.pos})
-- Handle event
local Eventtext = tostring(Event.text)
if Eventtext~=nil then
if self:_MatchTag(Eventtext) then
local coord=COORDINATE:NewFromVec3({y=Event.pos.y, x=Event.pos.x, z=Event.pos.z})
if self.debug then
local coordtext = coord:ToStringLLDDM()
local text = tostring(Event.text)
local m = MESSAGE:New(string.format("Mark added at %s with text: %s",coordtext,text),10,"Info",false):ToAll()
end
local matchtable = self:_MatchKeywords(Eventtext)
self:MarkAdded(Eventtext,matchtable,coord,Event.idx,coalition,Event.PlayerName,Event)
local matchtable = self:_MatchKeywords(Eventtext)
self:MarkAdded(Eventtext,matchtable,coord)
end
end
elseif Event.id==world.event.S_EVENT_MARK_CHANGE then
self:T({event="S_EVENT_MARK_CHANGE", carrier=Event.IniGroupName, vec3=Event.pos})
self:T({event="S_EVENT_MARK_CHANGE", carrier=self.groupname, vec3=Event.pos})
-- Handle event.
local Eventtext = tostring(Event.text)
if Eventtext~=nil then
if self:_MatchTag(Eventtext) then
local coord=COORDINATE:NewFromVec3({y=Event.pos.y, x=Event.pos.x, z=Event.pos.z})
if self.debug then
local coordtext = coord:ToStringLLDDM()
local text = tostring(Event.text)
local m = MESSAGE:New(string.format("Mark changed at %s with text: %s",coordtext,text),10,"Info",false):ToAll()
end
local matchtable = self:_MatchKeywords(Eventtext)
self:MarkChanged(Eventtext,matchtable,coord,Event.idx,coalition,Event.PlayerName,Event)
local matchtable = self:_MatchKeywords(Eventtext)
self:MarkChanged(Eventtext,matchtable,coord,Event.idx)
end
end
elseif Event.id==world.event.S_EVENT_MARK_REMOVED then
self:T({event="S_EVENT_MARK_REMOVED", carrier=Event.IniGroupName, vec3=Event.pos})
self:T({event="S_EVENT_MARK_REMOVED", carrier=self.groupname, vec3=Event.pos})
-- Hande event.
local Eventtext = tostring(Event.text)
if Eventtext~=nil then
@@ -243,10 +230,8 @@ end
-- @param #string To The To state
-- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text
-- @param #number MarkerID Id of this marker
-- @param #number CoalitionNumber Coalition of the marker creator
-- @param Core.Point#COORDINATE Coord Coordinate of the marker.
function MARKEROPS_BASE:onbeforeMarkAdded(From,Event,To,Text,Keywords,Coord,MarkerID,CoalitionNumber)
function MARKEROPS_BASE:onbeforeMarkAdded(From,Event,To,Text,Keywords,Coord)
self:T({self.lid,From,Event,To,Text,Keywords,Coord:ToStringLLDDM()})
end
@@ -257,10 +242,8 @@ end
-- @param #string To The To state
-- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text
-- @param #number MarkerID Id of this marker
-- @param #number CoalitionNumber Coalition of the marker creator
-- @param Core.Point#COORDINATE Coord Coordinate of the marker.
function MARKEROPS_BASE:onbeforeMarkChanged(From,Event,To,Text,Keywords,Coord,MarkerID,CoalitionNumber)
function MARKEROPS_BASE:onbeforeMarkChanged(From,Event,To,Text,Keywords,Coord)
self:T({self.lid,From,Event,To,Text,Keywords,Coord:ToStringLLDDM()})
end

File diff suppressed because it is too large Load Diff

View File

@@ -75,37 +75,35 @@ MESSAGE.Type = {
--- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{#MESSAGE.ToClient} or @{#MESSAGE.ToCoalition} or @{#MESSAGE.ToAll} to send these Messages to the respective recipients.
-- @param self
-- @param #string Text is the text of the Message.
-- @param #number Duration Duration in seconds how long the message text is shown.
-- @param #string Category (Optional) String expressing the "category" of the Message. The category will be shown as the first text in the message followed by a ": ".
-- @param #string MessageText is the text of the Message.
-- @param #number MessageDuration is a number in seconds of how long the MESSAGE should be shown on the display panel.
-- @param #string MessageCategory (optional) is a string expressing the "category" of the Message. The category will be shown as the first text in the message followed by a ": ".
-- @param #boolean ClearScreen (optional) Clear all previous messages if true.
-- @return #MESSAGE self
-- @return #MESSAGE
-- @usage
--
-- -- Create a series of new Messages.
-- -- MessageAll is meant to be sent to all players, for 25 seconds, and is classified as "Score".
-- -- MessageRED is meant to be sent to the RED players only, for 10 seconds, and is classified as "End of Mission", with ID "Win".
-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
-- -- Create a series of new Messages.
-- -- MessageAll is meant to be sent to all players, for 25 seconds, and is classified as "Score".
-- -- MessageRED is meant to be sent to the RED players only, for 10 seconds, and is classified as "End of Mission", with ID "Win".
-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission" )
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty" )
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score" )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score")
--
function MESSAGE:New( Text, Duration, Category, ClearScreen )
function MESSAGE:New( MessageText, MessageDuration, MessageCategory, ClearScreen )
local self = BASE:Inherit( self, BASE:New() )
self:F( { Text, Duration, Category } )
self:F( { MessageText, MessageDuration, MessageCategory } )
self.MessageType = nil
-- When no MessageCategory is given, we don't show it as a title...
if Category and Category ~= "" then
if Category:sub( -1 ) ~= "\n" then
self.MessageCategory = Category .. ": "
if MessageCategory and MessageCategory ~= "" then
if MessageCategory:sub( -1 ) ~= "\n" then
self.MessageCategory = MessageCategory .. ": "
else
self.MessageCategory = Category:sub( 1, -2 ) .. ":\n"
self.MessageCategory = MessageCategory:sub( 1, -2 ) .. ":\n"
end
else
self.MessageCategory = ""
@@ -116,9 +114,9 @@ function MESSAGE:New( Text, Duration, Category, ClearScreen )
self.ClearScreen = ClearScreen
end
self.MessageDuration = Duration or 5
self.MessageDuration = MessageDuration or 5
self.MessageTime = timer.getTime()
self.MessageText = Text:gsub( "^\n", "", 1 ):gsub( "\n$", "", 1 )
self.MessageText = MessageText:gsub( "^\n", "", 1 ):gsub( "\n$", "", 1 )
self.MessageSent = false
self.MessageGroup = false
@@ -179,22 +177,40 @@ end
--
-- -- Send the 2 messages created with the @{New} method to the Client Group.
-- -- Note that the Message of MessageClient2 is overwriting the Message of MessageClient1.
-- Client = CLIENT:FindByName("NameOfClientUnit")
-- ClientGroup = Group.getByName( "ClientGroup" )
--
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score" ):ToClient( Client )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score" ):ToClient( Client )
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- or
-- MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score"):ToClient( Client )
-- MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score"):ToClient( Client )
-- MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25 ):ToClient( ClientGroup )
-- MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25 ):ToClient( ClientGroup )
-- or
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score")
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score")
-- MessageClient1:ToClient( Client )
-- MessageClient2:ToClient( Client )
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25 )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25 )
-- MessageClient1:ToClient( ClientGroup )
-- MessageClient2:ToClient( ClientGroup )
--
function MESSAGE:ToClient( Client, Settings )
self:F( Client )
self:ToUnit(Client,Settings)
if Client and Client:GetClientGroupID() then
if self.MessageType then
local Settings = Settings or ( Client and _DATABASE:GetPlayerSettings( Client:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
local Unit = Client:GetClient()
if self.MessageDuration ~= 0 then
local ClientGroupID = Client:GetClientGroupID()
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
--trigger.action.outTextForGroup( ClientGroupID, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
end
end
return self
end
@@ -206,7 +222,7 @@ end
function MESSAGE:ToGroup( Group, Settings )
self:F( Group.GroupName )
if Group and Group:IsAlive() then
if Group then
if self.MessageType then
local Settings = Settings or (Group and _DATABASE:GetPlayerSettings( Group:GetPlayerName() )) or _SETTINGS -- Core.Settings#SETTINGS
@@ -231,7 +247,7 @@ end
function MESSAGE:ToUnit( Unit, Settings )
self:F( Unit.IdentifiableName )
if Unit and Unit:IsAlive() then
if Unit then
if self.MessageType then
local Settings = Settings or ( Unit and _DATABASE:GetPlayerSettings( Unit:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS
@@ -241,7 +257,6 @@ function MESSAGE:ToUnit( Unit, Settings )
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
local ID = Unit:GetID()
trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
end
end
@@ -290,11 +305,11 @@ end
-- @usage
--
-- -- Send a message created with the @{New} method to the BLUE coalition.
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToBlue()
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25):ToBlue()
-- or
-- MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToBlue()
-- MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToBlue()
-- or
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", 25, "Penalty")
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 )
-- MessageBLUE:ToBlue()
--
function MESSAGE:ToBlue()
@@ -311,11 +326,11 @@ end
-- @usage
--
-- -- Send a message created with the @{New} method to the RED coalition.
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToRed()
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToRed()
-- or
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToRed()
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToRed()
-- or
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty")
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 )
-- MessageRED:ToRed()
--
function MESSAGE:ToRed()
@@ -334,11 +349,11 @@ end
-- @usage
--
-- -- Send a message created with the @{New} method to the RED coalition.
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToCoalition( coalition.side.RED )
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToCoalition( coalition.side.RED )
-- or
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToCoalition( coalition.side.RED )
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToCoalition( coalition.side.RED )
-- or
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty")
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 )
-- MessageRED:ToCoalition( coalition.side.RED )
--
function MESSAGE:ToCoalition( CoalitionSide, Settings )
@@ -380,36 +395,29 @@ end
--- Sends a MESSAGE to all players.
-- @param #MESSAGE self
-- @param Core.Settings#Settings Settings (Optional) Settings for message display.
-- @param #number Delay (Optional) Delay in seconds before the message is send. Default instantly (`nil`).
-- @return #MESSAGE self
-- @return #MESSAGE
-- @usage
--
-- -- Send a message created to all players.
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission"):ToAll()
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 ):ToAll()
-- or
-- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission"):ToAll()
-- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 ):ToAll()
-- or
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission")
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 )
-- MessageAll:ToAll()
--
function MESSAGE:ToAll( Settings, Delay )
function MESSAGE:ToAll( Settings )
self:F()
if Delay and Delay>0 then
self:ScheduleOnce(Delay, MESSAGE.ToAll, self, Settings, 0)
else
if self.MessageType then
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
if self.MessageType then
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration )
trigger.action.outText( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
end
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration )
trigger.action.outText( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
end
return self
@@ -452,7 +460,7 @@ end
_MESSAGESRS = {}
--- Set up MESSAGE generally to allow Text-To-Speech via SRS and TTS functions. `SetMSRS()` will try to use as many attributes configured with @{Sound.SRS#MSRS.LoadConfigFile}() as possible.
-- @param #string PathToSRS (optional) Path to SRS TTS Folder, defaults to "C:\\\\Program Files\\\\DCS-SimpleRadio-Standalone\\ExternalAudio" or your configuration file setting.
-- @param #string PathToSRS (optional) Path to SRS Folder, defaults to "C:\\\\Program Files\\\\DCS-SimpleRadio-Standalone" or your configuration file setting.
-- @param #number Port Port (optional) number of SRS, defaults to 5002 or your configuration file setting.
-- @param #string PathToCredentials (optional) Path to credentials file for Google.
-- @param #number Frequency Frequency in MHz. Can also be given as a #table of frequencies.
@@ -464,17 +472,16 @@ _MESSAGESRS = {}
-- @param #number Volume (optional) Volume, can be between 0.0 and 1.0 (loudest).
-- @param #string Label (optional) Label, defaults to "MESSAGE" or the Message Category set.
-- @param Core.Point#COORDINATE Coordinate (optional) Coordinate this messages originates from.
-- @param #string Backend (optional) Backend to be used, can be MSRS.Backend.SRSEXE or MSRS.Backend.GRPC
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS()
--
function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,Gender,Culture,Voice,Coalition,Volume,Label,Coordinate,Backend)
function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,Gender,Culture,Voice,Coalition,Volume,Label,Coordinate)
_MESSAGESRS.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
_MESSAGESRS.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
_MESSAGESRS.frequency = Frequency or MSRS.frequencies or 243
_MESSAGESRS.modulation = Modulation or MSRS.modulations or radio.modulation.AM
@@ -490,10 +497,6 @@ function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,G
_MESSAGESRS.MSRS:SetCoordinate(Coordinate)
end
if Backend then
_MESSAGESRS.MSRS:SetBackend(Backend)
end
_MESSAGESRS.Culture = Culture or MSRS.culture or "en-GB"
_MESSAGESRS.MSRS:SetCulture(Culture)
@@ -506,10 +509,10 @@ function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,G
end
_MESSAGESRS.label = Label or MSRS.Label or "MESSAGE"
_MESSAGESRS.MSRS:SetLabel(_MESSAGESRS.label)
_MESSAGESRS.MSRS:SetLabel(Label or "MESSAGE")
_MESSAGESRS.port = Port or MSRS.port or 5002
_MESSAGESRS.MSRS:SetPort(_MESSAGESRS.port)
_MESSAGESRS.MSRS:SetPort(Port or 5002)
_MESSAGESRS.volume = Volume or MSRS.volume or 1
_MESSAGESRS.MSRS:SetVolume(_MESSAGESRS.volume)
@@ -535,7 +538,7 @@ end
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS()
--
@@ -567,7 +570,7 @@ end
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSBlue()
--
@@ -589,7 +592,7 @@ end
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.RED)
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.RED)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSRed()
--
@@ -611,7 +614,7 @@ end
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.NEUTRAL)
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.NEUTRAL)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSAll()
--

View File

@@ -73,7 +73,7 @@ PATHLINE = {
--- PATHLINE class version.
-- @field #string version
PATHLINE.version="0.1.1"
PATHLINE.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@@ -237,14 +237,13 @@ end
--- Get COORDINATES of pathline. Note that COORDINATE objects are created when calling this function. That does involve deep copy calls and can have an impact on performance if done too often.
-- @param #PATHLINE self
-- @return <Core.Point#COORDINATE> List of COORDINATES points.
function PATHLINE:GetCoordinates()
function PATHLINE:GetCoordinats()
local vecs={}
for _,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
local coord=COORDINATE:NewFromVec3(point.vec3)
table.insert(vecs,coord)
end
return vecs
@@ -263,7 +262,7 @@ function PATHLINE:GetPointFromIndex(n)
local point=nil --#PATHLINE.Point
if n>=1 and n<=N then
point=self.points[n]
point=self.point[n]
else
self:E(self.lid..string.format("ERROR: No point in pathline for N=%s", tostring(n)))
end
@@ -368,4 +367,4 @@ end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

File diff suppressed because it is too large Load Diff

View File

@@ -326,7 +326,7 @@ function SCHEDULEDISPATCHER:Stop( Scheduler, CallID )
local Schedule = self.Schedule[Scheduler][CallID] -- #SCHEDULEDISPATCHER.ScheduleData
-- Only stop when there is a ScheduleID defined for the CallID. So, when the scheduler was stopped before, do nothing.
if Schedule and Schedule.ScheduleID then
if Schedule.ScheduleID then
self:T( string.format( "SCHEDULEDISPATCHER stopping scheduler CallID=%s, ScheduleID=%s", tostring( CallID ), tostring( Schedule.ScheduleID ) ) )

File diff suppressed because it is too large Load Diff

View File

@@ -29,9 +29,7 @@
-- @module Core.Settings
-- @image Core_Settings.JPG
---
-- @type SETTINGS
--- @type SETTINGS
-- @extends Core.Base#BASE
--- Takes care of various settings that influence the behavior of certain functionalities and classes within the MOOSE framework.
@@ -220,8 +218,7 @@ SETTINGS = {
SETTINGS.__Enum = {}
---
-- @type SETTINGS.__Enum.Era
--- @type SETTINGS.__Enum.Era
-- @field #number WWII
-- @field #number Korea
-- @field #number Cold
@@ -740,8 +737,8 @@ do -- SETTINGS
if _SETTINGS.ShowPlayerMenu == true then
local PlayerGroup = PlayerUnit:GetGroup()
local PlayerName = PlayerUnit:GetPlayerName() or "None"
--local PlayerNames = PlayerGroup:GetPlayerNames()
local PlayerName = PlayerUnit:GetPlayerName()
local PlayerNames = PlayerGroup:GetPlayerNames()
local PlayerMenu = MENU_GROUP:New( PlayerGroup, 'Settings "' .. PlayerName .. '"' )

File diff suppressed because it is too large Load Diff

View File

@@ -1,36 +1,36 @@
--- **Core** - Spawn statics.
--
--
-- ===
--
--
-- ## Features:
--
--
-- * Spawn new statics from a static already defined in the mission editor.
-- * Spawn new statics from a given template.
-- * Spawn new statics from a given type.
-- * Spawn with a custom heading and location.
-- * Spawn within a zone.
-- * Spawn statics linked to units, .e.g on aircraft carriers.
--
--
-- ===
--
--
-- # Demo Missions
--
-- ## [SPAWNSTATIC Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Core/SpawnStatic)
--
-- ## [SPAWNSTATIC Demo Missions](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Core/SpawnStatic)
--
--
--
-- ===
--
--
-- # YouTube Channel
--
--
-- ## No videos yet!
--
--
-- ===
--
--
-- ### Author: **FlightControl**
-- ### Contributions: **funkyfranky**
--
--
-- ===
--
--
-- @module Core.SpawnStatic
-- @image Core_Spawnstatic.JPG
@@ -58,37 +58,37 @@
--- Allows to spawn dynamically new @{Wrapper.Static}s into your mission.
--
-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME), SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc),
--
-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME), SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc),
-- and "copy" these properties to create a new static object and place it at the desired coordinate.
--
-- New spawned @{Wrapper.Static}s get **the same name** as the name of the template Static, or gets the given name when a new name is provided at the Spawn method.
--
-- New spawned @{Wrapper.Static}s get **the same name** as the name of the template Static, or gets the given name when a new name is provided at the Spawn method.
-- By default, spawned @{Wrapper.Static}s will follow a naming convention at run-time:
--
--
-- * Spawned @{Wrapper.Static}s will have the name _StaticName_#_nnn_, where _StaticName_ is the name of the **Template Static**, and _nnn_ is a **counter from 0 to 99999**.
--
--
-- # SPAWNSTATIC Constructors
--
--
-- Firstly, we need to create a SPAWNSTATIC object that will be used to spawn new statics into the mission. There are three ways to do this.
--
--
-- ## Use another Static
--
--
-- A new SPAWNSTATIC object can be created using another static by the @{#SPAWNSTATIC.NewFromStatic}() function. All parameters such as position, heading, country will be initialized
-- from the static.
--
--
-- ## From a Template
--
--
-- A SPAWNSTATIC object can also be created from a template table using the @{#SPAWNSTATIC.NewFromTemplate}(SpawnTemplate, CountryID) function. All parameters are taken from the template.
--
--
-- ## From a Type
--
--
-- A very basic method is to create a SPAWNSTATIC object by just giving the type of the static. All parameters must be initialized from the InitXYZ functions described below. Otherwise default values
-- are used. For example, if no spawn coordinate is given, the static will be created at the origin of the map.
--
--
-- # Setting Parameters
--
--
-- Parameters such as the spawn position, heading, country etc. can be set via :Init*XYZ* functions. Note that these functions must be given before the actual spawn command!
--
--
-- * @{#SPAWNSTATIC.InitCoordinate}(Coordinate) Sets the coordinate where the static is spawned. Statics are always spawnd on the ground.
-- * @{#SPAWNSTATIC.InitHeading}(Heading) sets the orientation of the static.
-- * @{#SPAWNSTATIC.InitLivery}(LiveryName) sets the livery of the static. Not all statics support this.
@@ -99,17 +99,17 @@
-- * @{#SPAWNSTATIC.InitLinkToUnit}(Unit, OffsetX, OffsetY, OffsetAngle) links the static to a unit, e.g. to an aircraft carrier.
--
-- # Spawning the Statics
--
--
-- Once the SPAWNSTATIC object is created and parameters are initialized, the spawn command can be given. There are different methods where some can be used to directly set parameters
-- such as position and heading.
--
--
-- * @{#SPAWNSTATIC.Spawn}(Heading, NewName) spawns the static with the set parameters. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromCoordinate}(Coordinate, Heading, NewName) spawn the static at the given coordinate. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromPointVec2}(PointVec2, Heading, NewName) spawns the static at a COORDINATE coordinate. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromPointVec2}(PointVec2, Heading, NewName) spawns the static at a POINT_VEC2 coordinate. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromZone}(Zone, Heading, NewName) spawns the static at the center of a @{Core.Zone}. Optionally, heading and name can be given. The name **must be unique**!
--
--
-- @field #SPAWNSTATIC SPAWNSTATIC
--
--
SPAWNSTATIC = {
ClassName = "SPAWNSTATIC",
SpawnIndex = 0,
@@ -139,9 +139,9 @@ SPAWNSTATIC = {
function SPAWNSTATIC:NewFromStatic(SpawnTemplateName, SpawnCountryID)
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate(SpawnTemplateName)
if TemplateStatic then
self.SpawnTemplatePrefix = SpawnTemplateName
self.TemplateStaticUnit = UTILS.DeepCopy(TemplateStatic.units[1])
@@ -149,7 +149,6 @@ function SPAWNSTATIC:NewFromStatic(SpawnTemplateName, SpawnCountryID)
self.CategoryID = CategoryID
self.CoalitionID = CoalitionID
self.SpawnIndex = 0
self.StaticCopyFrom = SpawnTemplateName
else
error( "SPAWNSTATIC:New: There is no static declared in the mission editor with SpawnTemplatePrefix = '" .. tostring(SpawnTemplateName) .. "'" )
end
@@ -167,11 +166,11 @@ end
function SPAWNSTATIC:NewFromTemplate(SpawnTemplate, CountryID)
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
self.TemplateStaticUnit = UTILS.DeepCopy(SpawnTemplate)
self.SpawnTemplatePrefix = SpawnTemplate.name
self.CountryID = CountryID or country.id.USA
return self
end
@@ -190,69 +189,13 @@ function SPAWNSTATIC:NewFromType(StaticType, StaticCategory, CountryID)
self.InitStaticCategory=StaticCategory
self.CountryID=CountryID or country.id.USA
self.SpawnTemplatePrefix=self.InitStaticType
self.TemplateStaticUnit = {}
self.InitStaticCoordinate=COORDINATE:New(0, 0, 0)
self.InitStaticHeading=0
return self
end
--- (Internal/Cargo) Init the resource table for STATIC object that should be spawned containing storage objects.
-- NOTE that you have to init many other parameters as the resources.
-- @param #SPAWNSTATIC self
-- @param #number CombinedWeight The weight this cargo object should have (some have fixed weights!), defaults to 1kg.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:_InitResourceTable(CombinedWeight)
if not self.TemplateStaticUnit.resourcePayload then
self.TemplateStaticUnit.resourcePayload = {
["weapons"] = {},
["aircrafts"] = {},
["gasoline"] = 0,
["diesel"] = 0,
["methanol_mixture"] = 0,
["jet_fuel"] = 0,
}
end
self:InitCargo(true)
self:InitCargoMass(CombinedWeight or 1)
return self
end
--- (User/Cargo) Add to resource table for STATIC object that should be spawned containing storage objects. Inits the object table if necessary and sets it to be cargo for helicopters.
-- @param #SPAWNSTATIC self
-- @param #string Type Type of cargo. Known types are: STORAGE.Type.WEAPONS, STORAGE.Type.LIQUIDS, STORAGE.Type.AIRCRAFT. Liquids are fuel.
-- @param #string Name Name of the cargo type. Liquids can be STORAGE.LiquidName.JETFUEL, STORAGE.LiquidName.GASOLINE, STORAGE.LiquidName.MW50 and STORAGE.LiquidName.DIESEL. The currently available weapon items are available in the `ENUMS.Storage.weapons`, e.g. `ENUMS.Storage.weapons.bombs.Mk_82Y`. Aircraft go by their typename.
-- @param #number Amount of tons (liquids) or number (everything else) to add.
-- @param #number CombinedWeight Combined weight to be set to this static cargo object. NOTE - some static cargo objects have fixed weights!
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:AddCargoResource(Type,Name,Amount,CombinedWeight)
if not self.TemplateStaticUnit.resourcePayload then
self:_InitResourceTable(CombinedWeight)
end
if Type == STORAGE.Type.LIQUIDS and type(Name) == "string" then
self.TemplateStaticUnit.resourcePayload[Name] = Amount
else
self.TemplateStaticUnit.resourcePayload[Type] = {
[Name] = {
["amount"] = Amount,
}
}
end
UTILS.PrintTableToLog(self.TemplateStaticUnit)
return self
end
--- (User/Cargo) Resets resource table to zero for STATIC object that should be spawned containing storage objects. Inits the object table if necessary and sets it to be cargo for helicopters.
-- Handy if you spawn from cargo statics which have resources already set.
-- @param #SPAWNSTATIC self
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:ResetCargoResources()
self.TemplateStaticUnit.resourcePayload = nil
self:_InitResourceTable()
return self
end
--- Initialize heading of the spawned static.
-- @param #SPAWNSTATIC self
-- @param Core.Point#COORDINATE Coordinate Position where the static is spawned.
@@ -303,16 +246,12 @@ end
-- @param #number CallsignID Callsign ID. Default 1 (="London").
-- @param #number Frequency Frequency in MHz. Default 127.5 MHz.
-- @param #number Modulation Modulation 0=AM, 1=FM.
-- @param #boolean DynamicSpawns If true, allow Dynamic Spawns
-- @param #boolean DynamicHotStarts If true, and DynamicSpawns is true, then allow Dynamic Spawns with hot starts.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitFARP(CallsignID, Frequency, Modulation, DynamicSpawns,DynamicHotStarts)
function SPAWNSTATIC:InitFARP(CallsignID, Frequency, Modulation)
self.InitFarp=true
self.InitFarpCallsignID=CallsignID or 1
self.InitFarpFreq=Frequency or 127.5
self.InitFarpModu=Modulation or 0
self.InitFarpDynamicSpawns = DynamicSpawns
self.InitFarpDynamicHotStarts = (DynamicSpawns == true and DynamicHotStarts == true) and true or nil
return self
end
@@ -352,7 +291,7 @@ function SPAWNSTATIC:InitCountry(CountryID)
return self
end
--- Initialize name prefix statics get. This will be appended by "#0001", "#0002" etc.
--- Initialize name prefix statics get. This will be appended by "#0001", "#0002" etc.
-- @param #SPAWNSTATIC self
-- @param #string NamePrefix Name prefix of statics spawned. Will append #0001, etc to the name.
-- @return #SPAWNSTATIC self
@@ -378,25 +317,6 @@ function SPAWNSTATIC:InitLinkToUnit(Unit, OffsetX, OffsetY, OffsetAngle)
return self
end
--- Allows to place a CallFunction hook when a new static spawns.
-- The provided method will be called when a new group is spawned, including its given parameters.
-- The first parameter of the SpawnFunction is the @{Wrapper.Static#STATIC} that was spawned.
-- @param #SPAWNSTATIC self
-- @param #function SpawnCallBackFunction The function to be called when a group spawns.
-- @param SpawnFunctionArguments A random amount of arguments to be provided to the function when the group spawns.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:OnSpawnStatic( SpawnCallBackFunction, ... )
self:F( "OnSpawnStatic" )
self.SpawnFunctionHook = SpawnCallBackFunction
self.SpawnFunctionArguments = {}
if arg then
self.SpawnFunctionArguments = arg
end
return self
end
--- Spawn a new STATIC object.
-- @param #SPAWNSTATIC self
-- @param #number Heading (Optional) The heading of the static, which is a number in degrees from 0 to 360. Default is the heading of the template.
@@ -407,18 +327,18 @@ function SPAWNSTATIC:Spawn(Heading, NewName)
if Heading then
self.InitStaticHeading=Heading
end
if NewName then
self.InitStaticName=NewName
end
return self:_SpawnStatic(self.TemplateStaticUnit, self.CountryID)
end
--- Creates a new @{Wrapper.Static} from a COORDINATE.
--- Creates a new @{Wrapper.Static} from a POINT_VEC2.
-- @param #SPAWNSTATIC self
-- @param Core.Point#COORDINATE PointVec2 The 2D coordinate where to spawn the static.
-- @param Core.Point#POINT_VEC2 PointVec2 The 2D coordinate where to spawn the static.
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
-- @param #string NewName (Optional) The name of the new static.
-- @return Wrapper.Static#STATIC The static spawned.
@@ -427,7 +347,7 @@ function SPAWNSTATIC:SpawnFromPointVec2(PointVec2, Heading, NewName)
local vec2={x=PointVec2:GetX(), y=PointVec2:GetY()}
local Coordinate=COORDINATE:NewFromVec2(vec2)
return self:SpawnFromCoordinate(Coordinate, Heading, NewName)
end
@@ -442,11 +362,11 @@ function SPAWNSTATIC:SpawnFromCoordinate(Coordinate, Heading, NewName)
-- Set up coordinate.
self.InitStaticCoordinate=Coordinate
if Heading then
self.InitStaticHeading=Heading
end
if NewName then
self.InitStaticName=NewName
end
@@ -464,9 +384,8 @@ end
function SPAWNSTATIC:SpawnFromZone(Zone, Heading, NewName)
-- Spawn the new static at the center of the zone.
--local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName )
local Static = self:SpawnFromCoordinate(Zone:GetCoordinate(), Heading, NewName)
local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName )
return Static
end
@@ -480,45 +399,45 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
Template=Template or {}
local CountryID=CountryID or self.CountryID
if self.InitStaticType then
Template.type=self.InitStaticType
end
if self.InitStaticCategory then
Template.category=self.InitStaticCategory
end
if self.InitStaticCoordinate then
Template.x = self.InitStaticCoordinate.x
if self.InitStaticCoordinate then
Template.x = self.InitStaticCoordinate.x
Template.y = self.InitStaticCoordinate.z
Template.alt = self.InitStaticCoordinate.y
Template.alt = self.InitStaticCoordinate.y
end
if self.InitStaticHeading then
Template.heading = math.rad(self.InitStaticHeading)
Template.heading = math.rad(self.InitStaticHeading)
end
if self.InitStaticShape then
Template.shape_name=self.InitStaticShape
end
if self.InitStaticLivery then
Template.livery_id=self.InitStaticLivery
end
if self.InitStaticDead~=nil then
Template.dead=self.InitStaticDead
end
if self.InitStaticCargo~=nil then
Template.canCargo=self.InitStaticCargo
end
if self.InitStaticCargoMass~=nil then
Template.mass=self.InitStaticCargoMass
end
if self.InitLinkUnit then
Template.linkUnit=self.InitLinkUnit:GetID()
Template.linkOffset=true
@@ -527,51 +446,49 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
Template.offsets.x=self.InitOffsetX
Template.offsets.angle=self.InitOffsetAngle and math.rad(self.InitOffsetAngle) or 0
end
if self.InitFarp then
Template.heliport_callsign_id = self.InitFarpCallsignID
Template.heliport_frequency = self.InitFarpFreq
Template.heliport_modulation = self.InitFarpModu
Template.unitId=nil
end
-- Increase spawn index counter.
self.SpawnIndex = self.SpawnIndex + 1
-- Name of the spawned static.
Template.name = self.InitStaticName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex)
-- Add and register the new static.
local mystatic=_DATABASE:AddStatic(Template.name)
-- Debug output.
self:T(Template)
-- Add static to the game.
local Static=nil --DCS#StaticObject
if self.InitFarp then
local TemplateGroup={}
local TemplateGroup={}
TemplateGroup.units={}
TemplateGroup.units[1]=Template
TemplateGroup.visible=true
TemplateGroup.hidden=false
TemplateGroup.x=Template.x
TemplateGroup.y=Template.y
TemplateGroup.name=Template.name
if self.InitFarpDynamicSpawns == true then
TemplateGroup.units[1].dynamicSpawn = true
if self.InitFarpDynamicHotStarts == true then
TemplateGroup.units[1].allowHotStart = true
end
end
self:T("Spawning FARP")
self:T("Spawning FARP")
self:T({Template=Template})
self:T({TemplateGroup=TemplateGroup})
-- ED's dirty way to spawn FARPS.
Static=coalition.addGroup(CountryID, -1, TemplateGroup)
--Static=coalition.addStaticObject(CountryID, Template)
-- Currently DCS 2.8 does not trigger birth events if FARPS are spawned!
-- Currently DCS 2.8 does not trigger birth events if FAPRS are spawned!
-- We create such an event. The airbase is registered in Core.Event
local Event = {
id = EVENTS.Birth,
@@ -582,45 +499,10 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
world.onEvent(Event)
else
self:T("Spawning Static")
self:T2({Template=Template})
self:T("Spawning Static")
self:T2({Template=Template})
Static=coalition.addStaticObject(CountryID, Template)
end
if Static then
self:T(string.format("Succesfully spawned static object \"%s\" ID=%d", Static:getName(), Static:getID()))
--[[
local static=StaticObject.getByName(Static:getName())
if static then
env.info(string.format("FF got static from StaticObject.getByName"))
else
env.error(string.format("FF error did NOT get static from StaticObject.getByName"))
end ]]
else
self:E(string.format("ERROR: DCS static object \"%s\" is nil!", tostring(Template.name)))
end
end
-- Add and register the new static.
local mystatic=_DATABASE:AddStatic(Template.name)
-- If there is a SpawnFunction hook defined, call it.
if self.SpawnFunctionHook then
-- delay calling this for .3 seconds so that it hopefully comes after the BIRTH event of the group.
self:ScheduleOnce(0.3, self.SpawnFunctionHook, mystatic, unpack(self.SpawnFunctionArguments))
end
if self.StaticCopyFrom ~= nil then
mystatic.StaticCopyFrom = self.StaticCopyFrom
if not _DATABASE.Templates.Statics[Template.name] then
local TemplateGroup={}
TemplateGroup.units={}
TemplateGroup.units[1]=Template
TemplateGroup.x=Template.x
TemplateGroup.y=Template.y
TemplateGroup.name=Template.name
_DATABASE:_RegisterStaticTemplate( TemplateGroup, self.CoalitionID, self.CategoryID, CountryID )
end
end
return mystatic
end

View File

@@ -58,7 +58,7 @@ do -- UserFlag
--- Set the userflag to a given Number.
-- @param #USERFLAG self
-- @param #number Number The number value to set the flag to.
-- @param #number Number The number value to be checked if it is the same as the userflag.
-- @param #number Delay Delay in seconds, before the flag is set.
-- @return #USERFLAG The userflag instance.
-- @usage
@@ -104,4 +104,4 @@ do -- UserFlag
end
end
end

File diff suppressed because it is too large Load Diff

View File

@@ -2,8 +2,7 @@
-- @module Core.Zone_Detection
-- @image MOOSE.JPG
---
-- @type ZONE_DETECTION
--- @type ZONE_DETECTION
-- @field DCS#Vec2 Vec2 The current location of the zone.
-- @field DCS#Distance Radius The radius of the zone.
-- @extends #ZONE_BASE
@@ -107,7 +106,7 @@ function ZONE_DETECTION:SmokeZone( SmokeColor, Points, AddHeight, AngleOffset )
local Radial = ( Angle + AngleOffset ) * RadialBase / 360
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
COORDINATE:New( Point.x, AddHeight, Point.y):Smoke( SmokeColor )
POINT_VEC2:New( Point.x, Point.y, AddHeight ):Smoke( SmokeColor )
end
return self
@@ -138,7 +137,7 @@ function ZONE_DETECTION:FlareZone( FlareColor, Points, Azimuth, AddHeight )
local Radial = Angle * RadialBase / 360
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
COORDINATE:New( Point.x, AddHeight, Point.y ):Flare( FlareColor, Azimuth )
POINT_VEC2:New( Point.x, Point.y, AddHeight ):Flare( FlareColor, Azimuth )
end
return self
@@ -202,3 +201,4 @@ function ZONE_DETECTION:IsVec3InZone( Vec3 )
return InZone
end

View File

@@ -14,7 +14,6 @@ do -- world
-- @field #world.event event [https://wiki.hoggitworld.com/view/DCS_enum_world](https://wiki.hoggitworld.com/view/DCS_enum_world)
-- @field #world.BirthPlace BirthPlace The birthplace enumerator is used to define where an aircraft or helicopter has spawned in association with birth events.
-- @field #world.VolumeType VolumeType The volumeType enumerator defines the types of 3d geometery used within the [world.searchObjects](https://wiki.hoggitworld.com/view/DCS_func_searchObjects) function.
-- @field #world.weather weather Weather functions for fog etc.
--- The world singleton contains functions centered around two different but extremely useful functions.
-- * Events and event handlers are all governed within world.
@@ -26,68 +25,38 @@ do -- world
--- [https://wiki.hoggitworld.com/view/DCS_enum_world](https://wiki.hoggitworld.com/view/DCS_enum_world)
-- @type world.event
-- @field S_EVENT_INVALID = 0
-- @field S_EVENT_SHOT = 1
-- @field S_EVENT_HIT = 2
-- @field S_EVENT_TAKEOFF = 3
-- @field S_EVENT_LAND = 4
-- @field S_EVENT_CRASH = 5
-- @field S_EVENT_EJECTION = 6
-- @field S_EVENT_REFUELING = 7
-- @field S_EVENT_DEAD = 8
-- @field S_EVENT_PILOT_DEAD = 9
-- @field S_EVENT_BASE_CAPTURED = 10
-- @field S_EVENT_MISSION_START = 11
-- @field S_EVENT_MISSION_END = 12
-- @field S_EVENT_TOOK_CONTROL = 13
-- @field S_EVENT_REFUELING_STOP = 14
-- @field S_EVENT_BIRTH = 15
-- @field S_EVENT_HUMAN_FAILURE = 16
-- @field S_EVENT_DETAILED_FAILURE = 17
-- @field S_EVENT_ENGINE_STARTUP = 18
-- @field S_EVENT_ENGINE_SHUTDOWN = 19
-- @field S_EVENT_PLAYER_ENTER_UNIT = 20
-- @field S_EVENT_PLAYER_LEAVE_UNIT = 21
-- @field S_EVENT_PLAYER_COMMENT = 22
-- @field S_EVENT_SHOOTING_START = 23
-- @field S_EVENT_SHOOTING_END = 24
-- @field S_EVENT_MARK_ADDED = 25
-- @field S_EVENT_MARK_CHANGE = 26
-- @field S_EVENT_MARK_REMOVED = 27
-- @field S_EVENT_KILL = 28
-- @field S_EVENT_SCORE = 29
-- @field S_EVENT_UNIT_LOST = 30
-- @field S_EVENT_LANDING_AFTER_EJECTION = 31
-- @field S_EVENT_PARATROOPER_LENDING = 32 -- who's lending whom what? ;)
-- @field S_EVENT_DISCARD_CHAIR_AFTER_EJECTION = 33
-- @field S_EVENT_WEAPON_ADD = 34
-- @field S_EVENT_TRIGGER_ZONE = 35
-- @field S_EVENT_LANDING_QUALITY_MARK = 36
-- @field S_EVENT_BDA = 37 -- battle damage assessment
-- @field S_EVENT_AI_ABORT_MISSION = 38
-- @field S_EVENT_DAYNIGHT = 39
-- @field S_EVENT_FLIGHT_TIME = 40
-- @field S_EVENT_PLAYER_SELF_KILL_PILOT = 41
-- @field S_EVENT_PLAYER_CAPTURE_AIRFIELD = 42
-- @field S_EVENT_EMERGENCY_LANDING = 43
-- @field S_EVENT_UNIT_CREATE_TASK = 44
-- @field S_EVENT_UNIT_DELETE_TASK = 45
-- @field S_EVENT_SIMULATION_START = 46
-- @field S_EVENT_WEAPON_REARM = 47
-- @field S_EVENT_WEAPON_DROP = 48
-- @field S_EVENT_UNIT_TASK_COMPLETE = 49
-- @field S_EVENT_UNIT_TASK_STAGE = 50
-- @field S_EVENT_MAC_EXTRA_SCORE= 51 -- not sure what this is
-- @field S_EVENT_MISSION_RESTART= 52
-- @field S_EVENT_MISSION_WINNER = 53
-- @field S_EVENT_RUNWAY_TAKEOFF= 54
-- @field S_EVENT_RUNWAY_TOUCH= 55
-- @field S_EVENT_MAC_LMS_RESTART= 56 -- not sure what this is
-- @field S_EVENT_SIMULATION_FREEZE = 57
-- @field S_EVENT_SIMULATION_UNFREEZE = 58
-- @field S_EVENT_HUMAN_AIRCRAFT_REPAIR_START = 59
-- @field S_EVENT_HUMAN_AIRCRAFT_REPAIR_FINISH = 60
-- @field S_EVENT_MAX = 61
-- @field S_EVENT_INVALID
-- @field S_EVENT_SHOT [https://wiki.hoggitworld.com/view/DCS_event_shot](https://wiki.hoggitworld.com/view/DCS_event_shot)
-- @field S_EVENT_HIT [https://wiki.hoggitworld.com/view/DCS_event_hit](https://wiki.hoggitworld.com/view/DCS_event_hit)
-- @field S_EVENT_TAKEOFF [https://wiki.hoggitworld.com/view/DCS_event_takeoff](https://wiki.hoggitworld.com/view/DCS_event_takeoff)
-- @field S_EVENT_LAND [https://wiki.hoggitworld.com/view/DCS_event_land](https://wiki.hoggitworld.com/view/DCS_event_land)
-- @field S_EVENT_CRASH [https://wiki.hoggitworld.com/view/DCS_event_crash](https://wiki.hoggitworld.com/view/DCS_event_crash)
-- @field S_EVENT_EJECTION [https://wiki.hoggitworld.com/view/DCS_event_ejection](https://wiki.hoggitworld.com/view/DCS_event_ejection)
-- @field S_EVENT_REFUELING [https://wiki.hoggitworld.com/view/DCS_event_refueling](https://wiki.hoggitworld.com/view/DCS_event_refueling)
-- @field S_EVENT_DEAD [https://wiki.hoggitworld.com/view/DCS_event_dead](https://wiki.hoggitworld.com/view/DCS_event_dead)
-- @field S_EVENT_PILOT_DEAD [https://wiki.hoggitworld.com/view/DCS_event_pilot_dead](https://wiki.hoggitworld.com/view/DCS_event_pilot_dead)
-- @field S_EVENT_BASE_CAPTURED [https://wiki.hoggitworld.com/view/DCS_event_base_captured](https://wiki.hoggitworld.com/view/DCS_event_base_captured)
-- @field S_EVENT_MISSION_START [https://wiki.hoggitworld.com/view/DCS_event_mission_start](https://wiki.hoggitworld.com/view/DCS_event_mission_start)
-- @field S_EVENT_MISSION_END [https://wiki.hoggitworld.com/view/DCS_event_mission_end](https://wiki.hoggitworld.com/view/DCS_event_mission_end)
-- @field S_EVENT_TOOK_CONTROL
-- @field S_EVENT_REFUELING_STOP [https://wiki.hoggitworld.com/view/DCS_event_refueling_stop](https://wiki.hoggitworld.com/view/DCS_event_refueling_stop)
-- @field S_EVENT_BIRTH [https://wiki.hoggitworld.com/view/DCS_event_birth](https://wiki.hoggitworld.com/view/DCS_event_birth)
-- @field S_EVENT_HUMAN_FAILURE [https://wiki.hoggitworld.com/view/DCS_event_human_failure](https://wiki.hoggitworld.com/view/DCS_event_human_failure)
-- @field S_EVENT_ENGINE_STARTUP [https://wiki.hoggitworld.com/view/DCS_event_engine_startup](https://wiki.hoggitworld.com/view/DCS_event_engine_startup)
-- @field S_EVENT_ENGINE_SHUTDOWN [https://wiki.hoggitworld.com/view/DCS_event_engine_shutdown](https://wiki.hoggitworld.com/view/DCS_event_engine_shutdown)
-- @field S_EVENT_PLAYER_ENTER_UNIT [https://wiki.hoggitworld.com/view/DCS_event_player_enter_unit](https://wiki.hoggitworld.com/view/DCS_event_player_enter_unit)
-- @field S_EVENT_PLAYER_LEAVE_UNIT [https://wiki.hoggitworld.com/view/DCS_event_player_leave_unit](https://wiki.hoggitworld.com/view/DCS_event_player_leave_unit)
-- @field S_EVENT_PLAYER_COMMENT
-- @field S_EVENT_SHOOTING_START [https://wiki.hoggitworld.com/view/DCS_event_shooting_start](https://wiki.hoggitworld.com/view/DCS_event_shooting_start)
-- @field S_EVENT_SHOOTING_END [https://wiki.hoggitworld.com/view/DCS_event_shooting_end](https://wiki.hoggitworld.com/view/DCS_event_shooting_end)
-- @field S_EVENT_MARK ADDED [https://wiki.hoggitworld.com/view/DCS_event_mark_added](https://wiki.hoggitworld.com/view/DCS_event_mark_added) DCS>=2.5.1
-- @field S_EVENT_MARK CHANGE [https://wiki.hoggitworld.com/view/DCS_event_mark_change](https://wiki.hoggitworld.com/view/DCS_event_mark_change) DCS>=2.5.1
-- @field S_EVENT_MARK REMOVE [https://wiki.hoggitworld.com/view/DCS_event_mark_remove](https://wiki.hoggitworld.com/view/DCS_event_mark_remove) DCS>=2.5.1
-- @field S_EVENT_KILL [https://wiki.hoggitworld.com/view/DCS_event_kill](https://wiki.hoggitworld.com/view/DCS_event_kill) DCS>=2.5.6
-- @field S_EVENT_SCORE [https://wiki.hoggitworld.com/view/DCS_event_score](https://wiki.hoggitworld.com/view/DCS_event_score) DCS>=2.5.6
-- @field S_EVENT_UNIT_LOST [https://wiki.hoggitworld.com/view/DCS_event_unit_lost](https://wiki.hoggitworld.com/view/DCS_event_unit_lost) DCS>=2.5.6
-- @field S_EVENT_LANDING_AFTER_EJECTION [https://wiki.hoggitworld.com/view/DCS_event_landing_after_ejection](https://wiki.hoggitworld.com/view/DCS_event_landing_after_ejection) DCS>=2.5.6
-- @field S_EVENT_MAX
--- The birthplace enumerator is used to define where an aircraft or helicopter has spawned in association with birth events.
-- @type world.BirthPlace
@@ -133,36 +102,6 @@ do -- world
-- @function [parent=#world] getAirbases
-- @param #number coalitionId The coalition side number ID. Default is all airbases are returned.
-- @return #table Table of DCS airbase objects.
--- Weather functions.
-- @type world.weather
--- Fog animation data structure.
-- @type world.FogAnimation
-- @field #number time
-- @field #number visibility
-- @field #number thickness
--- Returns the current fog thickness.
-- @function [parent=#world.weather] getFogThickness Returns the fog thickness.
-- @return #number Fog thickness in meters. If there is no fog, zero is returned.
--- Sets the fog thickness instantly. Any current fog animation is discarded.
-- @function [parent=#world.weather] setFogThickness
-- @param #number thickness Fog thickness in meters. Set to zero to disable fog.
--- Returns the current fog visibility distance.
-- @function [parent=#world.weather] getFogVisibilityDistance Returns the current maximum visibility distance in meters. Returns zero if fog is not present.
--- Instantly sets the maximum visibility distance of fog at sea level when looking at the horizon. Any current fog animation is discarded. Set zero to disable the fog.
-- @function [parent=#world.weather] setFogVisibilityDistance
-- @param #number visibility Max fog visibility in meters. Set to zero to disable fog.
--- Sets fog animation keys. Time is set in seconds and relative to the current simulation time, where time=0 is the current moment.
-- Time must be increasing. Previous animation is always discarded despite the data being correct.
-- @function [parent=#world.weather] setFogAnimation
-- @param #world.FogAnimation animation List of fog animations
end -- world
@@ -198,7 +137,7 @@ end -- env
do -- radio
--@type radio
---@type radio
-- @field #radio.modulation modulation
---
@@ -438,7 +377,7 @@ do -- coalition
-- @param #table groupData Group data table.
-- @return DCS#Group The spawned Group object.
--- Dynamically spawns a static object. See [hoggit](https://wiki.hoggitworld.com/view/DCS_func_addStaticObject)
--- Dynamically spawns a static object. See [hoggit](https://wiki.hoggitworld.com/view/DCS_func_addGroup)
-- @function [parent=#coalition] addStaticObject
-- @param #number countryId Id of the country.
-- @param #table groupData Group data table.
@@ -451,7 +390,6 @@ end -- coalition
do -- Types
--- Descriptors.
-- @type Desc
-- @field #number speedMax0 Max speed in meters/second at zero altitude.
-- @field #number massEmpty Empty mass in kg.
@@ -630,13 +568,9 @@ do -- Object
--- @function [parent=#Object] destroy
-- @param #Object self
--- Returns an enumerator of the category for the specific object.
-- The enumerator returned is dependent on the category of the object and how the function is called.
-- As of DCS 2.9.2 when this function is called on an Object, Unit, Weapon, or Airbase a 2nd value will be returned which details the object sub-category value.
-- @function [parent=#Object] getCategory
--- @function [parent=#Object] getCategory
-- @param #Object self
-- @return #Object.Category The object category (1=UNIT, 2=WEAPON, 3=STATIC, 4=BASE, 5=SCENERY, 6=Cargo)
-- @return #number The subcategory of the passed object, e.g. Unit.Category if a unit object was passed.
-- @return #Object.Category
--- Returns type name of the Object.
-- @function [parent=#Object] getTypeName
@@ -1049,16 +983,14 @@ do -- Spot
end -- Spot
do -- Controller
--- Controller is an object that performs A.I.-tasks. Other words controller is an instance of A.I.. Controller stores current main task, active enroute tasks and behavior options. Controller performs commands. Please, read DCS A-10C GUI Manual EN.pdf chapter "Task Planning for Unit Groups", page 91 to understand A.I. system of DCS:A-10C.
--
-- This class has 2 types of functions:
--
-- * Tasks
-- * Commands: Commands are instant actions those required zero time to perform. Commands may be used both for control unit/group behavior and control game mechanics.
--
-- * Commands: Commands are instant actions those required zero time to perform. Commands may be used both for control unit/group behavior and control game mechanics.
-- @type Controller
-- @field #Controller.Detection Detection Enum contains identifiers of surface types.
-- @field #Controller.Detection Detection Enum contains identifiers of surface types.
--- Enables and disables the controller.
-- Note: Now it works only for ground / naval groups!
@@ -1117,18 +1049,18 @@ do -- Controller
-- Detection
--- Enum containing detection types.
--- Enum contains identifiers of surface types.
-- @type Controller.Detection
-- @field #number VISUAL Visual detection. Numeric value 1.
-- @field #number OPTIC Optical detection. Numeric value 2.
-- @field #number RADAR Radar detection. Numeric value 4.
-- @field #number IRST Infra-red search and track detection. Numeric value 8.
-- @field #number RWR Radar Warning Receiver detection. Numeric value 16.
-- @field #number DLINK Data link detection. Numeric value 32.
-- @field VISUAL
-- @field OPTIC
-- @field RADAR
-- @field IRST
-- @field RWR
-- @field DLINK
--- Detected target.
-- @type Controller.DetectedTarget
-- @field DCS#Object object The target
-- @type DetectedTarget
-- @field Wrapper.Object#Object object The target
-- @field #boolean visible The target is visible
-- @field #boolean type The target type is known
-- @field #boolean distance Distance to the target is known
@@ -1141,9 +1073,9 @@ do -- Controller
-- @param #Controller.Detection detection Controller.Detection detection1, Controller.Detection detection2, ... Controller.Detection detectionN
-- @return #boolean detected True if the target is detected.
-- @return #boolean visible Has effect only if detected is true. True if the target is visible now.
-- @return #boolean type Has effect only if detected is true. True if the target type is known.
-- @return #boolean distance Has effect only if detected is true. True if the distance to the target is known.
-- @return #ModelTime lastTime Has effect only if visible is false. Last time when target was seen.
-- @return #boolean type Has effect only if detected is true. True if the target type is known.
-- @return #boolean distance Has effect only if detected is true. True if the distance to the target is known.
-- @return #Vec3 lastPos Has effect only if visible is false. Last position of the target when it was seen.
-- @return #Vec3 lastVel Has effect only if visible is false. Last velocity of the target when it was seen.
@@ -1169,7 +1101,6 @@ end -- Controller
do -- Unit
--- Unit.
-- @type Unit
-- @extends #CoalitionObject
-- @field ID Identifier of an unit. It assigned to an unit by the Mission Editor automatically.
@@ -1734,7 +1665,6 @@ do -- AI
-- @field ALARM_STATE @{#AI.Option.Ground.val.ALARM_STATE}
-- @field ENGAGE_AIR_WEAPONS
-- @field AC_ENGAGEMENT_RANGE_RESTRICTION
-- @field EVASION_OF_ARM
---
-- @type AI.Option.Ground.mid -- Moose added

View File

@@ -18,7 +18,7 @@
-- ### Author: FlightControl - Framework Design & Programming
-- ### Refactoring to use the Runway auto-detection: Applevangelist
-- @date August 2022
-- Last Update Feb 2025
-- Last Update Nov 2023
--
-- ===
--
@@ -416,7 +416,7 @@ end
-- @field #ATC_GROUND_UNIVERSAL
ATC_GROUND_UNIVERSAL = {
ClassName = "ATC_GROUND_UNIVERSAL",
Version = "0.0.2",
Version = "0.0.1",
SetClient = nil,
Airbases = nil,
AirbaseList = nil,
@@ -441,25 +441,17 @@ function ATC_GROUND_UNIVERSAL:New(AirbaseList)
self:T( { self.ClassName } )
self.Airbases = {}
for _name,_ in pairs(_DATABASE.AIRBASES) do
self.Airbases[_name]={}
end
self.AirbaseList = AirbaseList
if not self.AirbaseList then
self.AirbaseList = {}
for _name,_base in pairs(_DATABASE.AIRBASES) do
-- DONE exclude FARPS and Ships
if _base and _base.isAirdrome == true then
self.AirbaseList[_name]=_name
self.Airbases[_name]={}
end
end
else
for _,_name in pairs(AirbaseList) do
-- DONE exclude FARPS and Ships
local airbase = _DATABASE:FindAirbase(_name)
if airbase and (airbase.isAirdrome == true) then
self.Airbases[_name]={}
end
for _name,_ in pairs(_DATABASE.AIRBASES) do
self.AirbaseList[_name]=_name
end
end
@@ -729,18 +721,14 @@ function ATC_GROUND_UNIVERSAL:_AirbaseMonitor()
if NotInRunwayZone then
local Taxi = Client:GetState( self, "Taxi" )
if IsOnGround then
local Taxi = Client:GetState( self, "Taxi" )
self:T( Taxi )
if Taxi == false then
local Velocity = VELOCITY:New( AirbaseMeta.KickSpeed or self.KickSpeed )
Client:Message( "Welcome to " .. AirbaseID .. ". The maximum taxiing speed is " ..
Velocity:ToString() , 20, "ATC" )
Client:SetState( self, "Taxi", true )
Client:SetState( self, "Speeding", false )
Client:SetState( self, "Warnings", 0 )
end
-- TODO: GetVelocityKMH function usage
@@ -749,7 +737,7 @@ function ATC_GROUND_UNIVERSAL:_AirbaseMonitor()
local IsAboveRunway = Client:IsAboveRunway()
self:T( {IsAboveRunway, IsOnGround, Velocity:Get() })
if IsOnGround and not Taxi then
if IsOnGround then
local Speeding = false
if AirbaseMeta.MaximumKickSpeed then
if Velocity:Get() > AirbaseMeta.MaximumKickSpeed then
@@ -761,17 +749,15 @@ function ATC_GROUND_UNIVERSAL:_AirbaseMonitor()
end
end
if Speeding == true then
--MESSAGE:New( "Penalty! Player " .. Client:GetPlayerName() ..
-- " has been kicked, due to a severe airbase traffic rule violation ...", 10, "ATC" ):ToAll()
--Client:Destroy()
Client:SetState( self, "Speeding", true )
local SpeedingWarnings = Client:GetState( self, "Warnings" )
Client:SetState( self, "Warnings", SpeedingWarnings + 1 )
Client:Message( "Warning " .. SpeedingWarnings .. "/3! Airbase traffic rule violation! Slow down now! Your speed is " ..
Velocity:ToString(), 5, "ATC" )
MESSAGE:New( "Penalty! Player " .. Client:GetPlayerName() ..
" has been kicked, due to a severe airbase traffic rule violation ...", 10, "ATC" ):ToAll()
Client:Destroy()
Client:SetState( self, "Speeding", false )
Client:SetState( self, "Warnings", 0 )
end
end
if IsOnGround then
local Speeding = false
@@ -1049,23 +1035,23 @@ end
-- The following airbases are monitored at the Nevada region.
-- Use the @{Wrapper.Airbase#AIRBASE.Nevada} enumeration to select the airbases to be monitored.
--
-- * `AIRBASE.Nevada.Beatty`
-- * `AIRBASE.Nevada.Boulder_City`
-- * `AIRBASE.Nevada.Creech`
-- * `AIRBASE.Nevada.Beatty_Airport`
-- * `AIRBASE.Nevada.Boulder_City_Airport`
-- * `AIRBASE.Nevada.Creech_AFB`
-- * `AIRBASE.Nevada.Echo_Bay`
-- * `AIRBASE.Nevada.Groom_Lake`
-- * `AIRBASE.Nevada.Henderson_Executive`
-- * `AIRBASE.Nevada.Jean`
-- * `AIRBASE.Nevada.Laughlin`
-- * `AIRBASE.Nevada.Groom_Lake_AFB`
-- * `AIRBASE.Nevada.Henderson_Executive_Airport`
-- * `AIRBASE.Nevada.Jean_Airport`
-- * `AIRBASE.Nevada.Laughlin_Airport`
-- * `AIRBASE.Nevada.Lincoln_County`
-- * `AIRBASE.Nevada.McCarran_International`
-- * `AIRBASE.Nevada.McCarran_International_Airport`
-- * `AIRBASE.Nevada.Mesquite`
-- * `AIRBASE.Nevada.Mina`
-- * `AIRBASE.Nevada.Nellis`
-- * `AIRBASE.Nevada.Mina_Airport`
-- * `AIRBASE.Nevada.Nellis_AFB`
-- * `AIRBASE.Nevada.North_Las_Vegas`
-- * `AIRBASE.Nevada.Pahute_Mesa`
-- * `AIRBASE.Nevada.Tonopah`
-- * `AIRBASE.Nevada.Tonopah_Test_Range`
-- * `AIRBASE.Nevada.Pahute_Mesa_Airstrip`
-- * `AIRBASE.Nevada.Tonopah_Airport`
-- * `AIRBASE.Nevada.Tonopah_Test_Range_Airfield`
--
-- # Installation
--
@@ -1102,10 +1088,10 @@ end
--
-- -- Monitor specific airbases.
-- ATC_Ground = ATC_GROUND_NEVADA:New(
-- { AIRBASE.Nevada.Laughlin,
-- { AIRBASE.Nevada.Laughlin_Airport,
-- AIRBASE.Nevada.Lincoln_County,
-- AIRBASE.Nevada.North_Las_Vegas,
-- AIRBASE.Nevada.McCarran_International
-- AIRBASE.Nevada.McCarran_International_Airport
-- }
-- )
--
@@ -1344,33 +1330,33 @@ end
-- The following airbases are monitored at the PersianGulf region.
-- Use the @{Wrapper.Airbase#AIRBASE.PersianGulf} enumeration to select the airbases to be monitored.
--
-- * `AIRBASE.PersianGulf.Abu_Musa_Island`
-- * `AIRBASE.PersianGulf.Al_Dhafra_AFB`
-- * `AIRBASE.PersianGulf.Abu_Musa_Island_Airport`
-- * `AIRBASE.PersianGulf.Al_Dhafra_AB`
-- * `AIRBASE.PersianGulf.Al_Maktoum_Intl`
-- * `AIRBASE.PersianGulf.Al_Minhad_AFB`
-- * `AIRBASE.PersianGulf.Al_Minhad_AB`
-- * `AIRBASE.PersianGulf.Bandar_Abbas_Intl`
-- * `AIRBASE.PersianGulf.Bandar_Lengeh`
-- * `AIRBASE.PersianGulf.Dubai_Intl`
-- * `AIRBASE.PersianGulf.Fujairah_Intl`
-- * `AIRBASE.PersianGulf.Havadarya`
-- * `AIRBASE.PersianGulf.Kerman`
-- * `AIRBASE.PersianGulf.Kerman_Airport`
-- * `AIRBASE.PersianGulf.Khasab`
-- * `AIRBASE.PersianGulf.Lar`
-- * `AIRBASE.PersianGulf.Lar_Airbase`
-- * `AIRBASE.PersianGulf.Qeshm_Island`
-- * `AIRBASE.PersianGulf.Sharjah_Intl`
-- * `AIRBASE.PersianGulf.Shiraz_Intl`
-- * `AIRBASE.PersianGulf.Shiraz_International_Airport`
-- * `AIRBASE.PersianGulf.Sir_Abu_Nuayr`
-- * `AIRBASE.PersianGulf.Sirri_Island`
-- * `AIRBASE.PersianGulf.Tunb_Island_AFB`
-- * `AIRBASE.PersianGulf.Tunb_Kochak`
-- * `AIRBASE.PersianGulf.Sas_Al_Nakheel`
-- * `AIRBASE.PersianGulf.Bandar_e_Jask`
-- * `AIRBASE.PersianGulf.Abu_Dhabi_Intl`
-- * `AIRBASE.PersianGulf.Al_Bateen`
-- * `AIRBASE.PersianGulf.Kish_Intl`
-- * `AIRBASE.PersianGulf.Al_Ain_Intl`
-- * `AIRBASE.PersianGulf.Lavan_Island`
-- * `AIRBASE.PersianGulf.Jiroft`
-- * `AIRBASE.PersianGulf.Sas_Al_Nakheel_Airport`
-- * `AIRBASE.PersianGulf.Bandar_e_Jask_airfield`
-- * `AIRBASE.PersianGulf.Abu_Dhabi_International_Airport`
-- * `AIRBASE.PersianGulf.Al_Bateen_Airport`
-- * `AIRBASE.PersianGulf.Kish_International_Airport`
-- * `AIRBASE.PersianGulf.Al_Ain_International_Airport`
-- * `AIRBASE.PersianGulf.Lavan_Island_Airport`
-- * `AIRBASE.PersianGulf.Jiroft_Airport`
--
-- # Installation
--
@@ -1405,8 +1391,8 @@ end
-- AirbasePoliceCaucasus = ATC_GROUND_PERSIANGULF:New()
--
-- ATC_Ground = ATC_GROUND_PERSIANGULF:New(
-- { AIRBASE.PersianGulf.Kerman,
-- AIRBASE.PersianGulf.Al_Minhad_AFB
-- { AIRBASE.PersianGulf.Kerman_Airport,
-- AIRBASE.PersianGulf.Al_Minhad_AB
-- }
-- )
--
@@ -1455,10 +1441,11 @@ function ATC_GROUND_PERSIANGULF:Start( RepeatScanSeconds )
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, RepeatScanSeconds )
end
---
-- @type ATC_GROUND_MARIANAISLANDS
-- @type ATC_GROUND_MARIANAISLANDS
-- @extends #ATC_GROUND
--- # ATC\_GROUND\_MARIANA, extends @{#ATC_GROUND}
--

View File

@@ -45,7 +45,6 @@
-- @field #table currentMove Holds the current commanded move, if there is one assigned.
-- @field #number Nammo0 Initial amount total ammunition (shells+rockets+missiles) of the whole group.
-- @field #number Nshells0 Initial amount of shells of the whole group.
-- @field #number Narty0 Initial amount of artillery shells of the whole group.
-- @field #number Nrockets0 Initial amount of rockets of the whole group.
-- @field #number Nmissiles0 Initial amount of missiles of the whole group.
-- @field #number Nukes0 Initial amount of tactical nukes of the whole group. Default is 0.
@@ -416,7 +415,7 @@
-- arty set, battery "Paladin Alpha", rearming place
--
-- Setting the rearming group is independent of the position of the mark. Just create one anywhere on the map and type
-- arty set, battery "Mortar Bravo", rearming group "Ammo Truck M939"
-- arty set, battery "Mortar Bravo", rearming group "Ammo Truck M818"
-- Note that the name of the rearming group has to be given in quotation marks and spelt exactly as the group name defined in the mission editor.
--
-- ## Transporting
@@ -454,7 +453,7 @@
-- -- Creat a new ARTY object from a Paladin group.
-- paladin=ARTY:New(GROUP:FindByName("Blue Paladin"))
--
-- -- Define a rearming group. This is a Transport M939 truck.
-- -- Define a rearming group. This is a Transport M818 truck.
-- paladin:SetRearmingGroup(GROUP:FindByName("Blue Ammo Truck"))
--
-- -- Set the max firing range. A Paladin unit has a range of 20 km.
@@ -619,148 +618,63 @@ ARTY.WeaponType={
}
--- Database of common artillery unit properties.
-- @type ARTY.dbitem
-- @field #string displayname Name displayed in ME.
-- @field #number minrange Minimum firing range in meters.
-- @field #number maxrange Maximum firing range in meters.
-- @field #number reloadtime Reload time in seconds.
--- Database of common artillery unit properties.
-- Table key is the "type name" and table value is and `ARTY.dbitem`.
-- @type ARTY.db
ARTY.db={
["LeFH_18-40-105"] = {
displayname = "FH LeFH-18 105mm", -- name displayed in the ME
minrange = 500, -- min range (green circle) in meters
maxrange = 10500, -- max range (red circle) in meters
reloadtime = nil, -- reload time in seconds
["2B11 mortar"] = { -- type "2B11 mortar"
minrange = 500, -- correct?
maxrange = 7000, -- 7 km
reloadtime = 30, -- 30 sec
},
["M2A1-105"] = {
displayname = "FH M2A1 105mm",
minrange = 500,
maxrange = 11500,
reloadtime = nil,
["SPH 2S1 Gvozdika"] = { -- type "SAU Gvozdika"
minrange = 300, -- correct?
maxrange = 15000, -- 15 km
reloadtime = nil, -- unknown
},
["Pak40"] = {
displayname = "FH Pak 40 75mm",
minrange = 500,
maxrange = 3000,
reloadtime = nil,
},
["L118_Unit"] = {
displayname = "L118 Light Artillery Gun",
minrange = 500,
maxrange = 17500,
reloadtime = nil,
["SPH 2S19 Msta"] = { --type "SAU Msta", alias "2S19 Msta"
minrange = 300, -- correct?
maxrange = 23500, -- 23.5 km
reloadtime = nil, -- unknown
},
["Smerch"] = {
displayname = "MLRS 9A52 Smerch CM 300mm",
minrange = 20000,
maxrange = 70000,
reloadtime = 2160,
["SPH 2S3 Akatsia"] = { -- type "SAU Akatsia", alias "2S3 Akatsia"
minrange = 300, -- correct?
maxrange = 17000, -- 17 km
reloadtime = nil, -- unknown
},
["Smerch_HE"] = {
displayname = "MLRS 9A52 Smerch HE 300mm",
minrange = 20000,
maxrange = 70000,
reloadtime = 2160,
["SPH 2S9 Nona"] = { --type "SAU 2-C9"
minrange = 500, -- correct?
maxrange = 7000, -- 7 km
reloadtime = nil, -- unknown
},
["Uragan_BM-27"] = {
displayname = "MLRS 9K57 Uragan BM-27 220mm",
minrange = 11500,
maxrange = 35800,
reloadtime = 840,
["SPH M109 Paladin"] = { -- type "M-109", alias "M109"
minrange = 300, -- correct?
maxrange = 22000, -- 22 km
reloadtime = nil, -- unknown
},
["Grad-URAL"] = {
displayname = "MLRS BM-21 Grad 122mm",
minrange = 5000,
maxrange = 19000,
reloadtime = 420,
["SpGH Dana"] = { -- type "SpGH_Dana"
minrange = 300, -- correct?
maxrange = 18700, -- 18.7 km
reloadtime = nil, -- unknown
},
["HL_B8M1"] = {
displayname = "MLRS HL with B8M1 80mm",
minrange = 500,
maxrange = 5000,
reloadtime = nil,
["MLRS BM-21 Grad"] = { --type "Grad-URAL", alias "MLRS BM-21 Grad"
minrange = 5000, -- 5 km
maxrange = 19000, -- 19 km
reloadtime = 420, -- 7 min
},
["tt_B8M1"] = {
displayname = "MLRS LC with B8M1 80mm",
minrange = 500,
maxrange = 5000,
reloadtime = nil,
["MLRS 9K57 Uragan BM-27"] = { -- type "Uragan_BM-27"
minrange = 11500, -- 11.5 km
maxrange = 35800, -- 35.8 km
reloadtime = 840, -- 14 min
},
["MLRS"] = {
displayname = "MLRS M270 227mm",
minrange = 10000,
maxrange = 32000,
reloadtime = 540,
["MLRS 9A52 Smerch"] = { -- type "Smerch"
minrange = 20000, -- 20 km
maxrange = 70000, -- 70 km
reloadtime = 2160, -- 36 min
},
["2B11 mortar"] = {
displayname = "Mortar 2B11 120mm",
minrange = 500,
maxrange = 7000,
reloadtime = 30,
["MLRS M270"] = { --type "MRLS", alias "M270 MRLS"
minrange = 10000, -- 10 km
maxrange = 32000, -- 32 km
reloadtime = 540, -- 9 min
},
["PLZ05"] = {
displayname = "PLZ-05",
minrange = 500,
maxrange = 23500,
reloadtime = nil,
},
["SAU Gvozdika"] = {
displayname = "SPH 2S1 Gvozdika 122mm",
minrange = 300,
maxrange = 15000,
reloadtime = nil,
},
["SAU Msta"] = {
displayname = "SPH 2S19 Msta 152mm",
minrange = 300,
maxrange = 23500,
reloadtime = nil,
},
["SAU Akatsia"] = {
displayname = "SPH 2S3 Akatsia 152mm",
minrange = 300,
maxrange = 17000,
reloadtime = nil,
},
["SpGH_Dana"] = {
displayname = "SPH Dana vz77 152mm",
minrange = 300,
maxrange = 18700,
reloadtime = nil,
},
["M-109"] = {
displayname = "SPH M109 Paladin 155mm",
minrange = 300,
maxrange = 22000,
reloadtime = nil,
},
["M12_GMC"] = {
displayname = "SPH M12 GMC 155mm",
minrange = 300,
maxrange = 18200,
reloadtime = nil,
},
["Wespe124"] = {
displayname = "SPH Sd.Kfz.124 Wespe 105mm",
minrange = 300,
maxrange = 7000,
reloadtime = nil,
},
["T155_Firtina"] = {
displayname = "SPH T155 Firtina 155mm",
minrange = 300,
maxrange = 41000,
reloadtime = nil,
},
["SAU 2-C9"] = {
displayname = "SPM 2S9 Nona 120mm M",
minrange = 500,
maxrange = 7000,
reloadtime = nil,
},
}
--- Target.
@@ -780,7 +694,7 @@ ARTY.db={
--- Arty script version.
-- @field #string version
ARTY.version="1.3.3"
ARTY.version="1.3.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -793,7 +707,7 @@ ARTY.version="1.3.3"
-- DONE: Add user defined rearm weapon types.
-- DONE: Check if target is in range. Maybe this requires a data base with the ranges of all arty units. <solved by user function>
-- DONE: Make ARTY move to rearming position.
-- DONE: Check that right rearming vehicle is specified. Blue M939, Red Ural-375. Are there more? <user needs to know!>
-- DONE: Check that right rearming vehicle is specified. Blue M818, Red Ural-375. Are there more? <user needs to know!>
-- DONE: Check if ARTY group is still alive.
-- DONE: Handle dead events.
-- DONE: Abort firing task if no shooting event occured with 5(?) minutes. Something went wrong then. Min/max range for example.
@@ -882,8 +796,8 @@ function ARTY:New(group, alias)
-- Maximum speed in km/h.
self.SpeedMax=group:GetSpeedMax()
-- Group is mobile or not (e.g. mortars). Some immobile units have a speed of 1 m/s = 3.6 km/h. So we check this number.
if self.SpeedMax>3.6 then
-- Group is mobile or not (e.g. mortars).
if self.SpeedMax>1 then
self.ismobile=true
else
self.ismobile=false
@@ -1618,7 +1532,7 @@ end
--- Assign a group, which is responsible for rearming the ARTY group. If the group is too far away from the ARTY group it will be guided towards the ARTY group.
-- @param #ARTY self
-- @param Wrapper.Group#GROUP group Group that is supposed to rearm the ARTY group. For the blue coalition, this is often a unarmed M939 transport whilst for red an unarmed Ural-375 transport can be used.
-- @param Wrapper.Group#GROUP group Group that is supposed to rearm the ARTY group. For the blue coalition, this is often a unarmed M818 transport whilst for red an unarmed Ural-375 transport can be used.
-- @return self
function ARTY:SetRearmingGroup(group)
self:F({group=group})
@@ -1973,7 +1887,7 @@ function ARTY:onafterStart(Controllable, From, Event, To)
MESSAGE:New(text, 5):ToAllIf(self.Debug)
-- Get Ammo.
self.Nammo0, self.Nshells0, self.Nrockets0, self.Nmissiles0, self.Narty0=self:GetAmmo(self.Debug)
self.Nammo0, self.Nshells0, self.Nrockets0, self.Nmissiles0=self:GetAmmo(self.Debug)
-- Init nuclear explosion parameters if they were not set by user.
if self.nukerange==nil then
@@ -2008,7 +1922,7 @@ function ARTY:onafterStart(Controllable, From, Event, To)
end
-- Check if we have and arty type that is in the DB.
local _dbproperties=self:_CheckDB(self.Type)
local _dbproperties=self:_CheckDB(self.DisplayName)
self:T({dbproperties=_dbproperties})
if _dbproperties~=nil then
for property,value in pairs(_dbproperties) do
@@ -2054,8 +1968,8 @@ function ARTY:onafterStart(Controllable, From, Event, To)
text=text..string.format("Type = %s\n", self.Type)
text=text..string.format("Display Name = %s\n", self.DisplayName)
text=text..string.format("Number of units = %d\n", self.IniGroupStrength)
text=text..string.format("Speed max = %.1f km/h\n", self.SpeedMax)
text=text..string.format("Speed default = %.1f km/h\n", self.Speed)
text=text..string.format("Speed max = %d km/h\n", self.SpeedMax)
text=text..string.format("Speed default = %d km/h\n", self.Speed)
text=text..string.format("Is mobile = %s\n", tostring(self.ismobile))
text=text..string.format("Is cargo = %s\n", tostring(self.iscargo))
text=text..string.format("Min range = %.1f km\n", self.minrange/1000)
@@ -2179,7 +2093,7 @@ function ARTY:_StatusReport(display)
end
-- Get Ammo.
local Nammo, Nshells, Nrockets, Nmissiles, Narty=self:GetAmmo()
local Nammo, Nshells, Nrockets, Nmissiles=self:GetAmmo()
local Nnukes=self.Nukes
local Nillu=self.Nillu
local Nsmoke=self.Nsmoke
@@ -2192,7 +2106,7 @@ function ARTY:_StatusReport(display)
text=text..string.format("Clock = %s\n", Clock)
text=text..string.format("FSM state = %s\n", self:GetState())
text=text..string.format("Total ammo count = %d\n", Nammo)
text=text..string.format("Number of shells = %d\n", Narty)
text=text..string.format("Number of shells = %d\n", Nshells)
text=text..string.format("Number of rockets = %d\n", Nrockets)
text=text..string.format("Number of missiles = %d\n", Nmissiles)
text=text..string.format("Number of nukes = %d\n", Nnukes)
@@ -2379,7 +2293,7 @@ function ARTY:OnEventShot(EventData)
end
-- Get current ammo.
local _nammo,_nshells,_nrockets,_nmissiles,_narty=self:GetAmmo()
local _nammo,_nshells,_nrockets,_nmissiles=self:GetAmmo()
-- Decrease available nukes because we just fired one.
if self.currentTarget.weapontype==ARTY.WeaponType.TacticalNukes then
@@ -2409,7 +2323,7 @@ function ARTY:OnEventShot(EventData)
-- Weapon type name for current target.
local _weapontype=self:_WeaponTypeName(self.currentTarget.weapontype)
self:T(self.lid..string.format("Group %s ammo: total=%d, shells=%d, rockets=%d, missiles=%d", self.groupname, _nammo, _narty, _nrockets, _nmissiles))
self:T(self.lid..string.format("Group %s ammo: total=%d, shells=%d, rockets=%d, missiles=%d", self.groupname, _nammo, _nshells, _nrockets, _nmissiles))
self:T(self.lid..string.format("Group %s uses weapontype %s for current target.", self.groupname, _weapontype))
-- Default switches for cease fire and relocation.
@@ -2857,7 +2771,7 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
self:_EventFromTo("onafterStatus", Event, From, To)
-- Get ammo.
local nammo, nshells, nrockets, nmissiles, narty=self:GetAmmo()
local nammo, nshells, nrockets, nmissiles=self:GetAmmo()
-- We have a cargo group ==> check if group was loaded into a carrier.
if self.iscargo and self.cargogroup then
@@ -2874,7 +2788,7 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
-- FSM state.
local fsmstate=self:GetState()
self:T(self.lid..string.format("Status %s, Ammo total=%d: shells=%d [smoke=%d, illu=%d, nukes=%d*%.3f kT], rockets=%d, missiles=%d", fsmstate, nammo, narty, self.Nsmoke, self.Nillu, self.Nukes, self.nukewarhead/1000000, nrockets, nmissiles))
self:T(self.lid..string.format("Status %s, Ammo total=%d: shells=%d [smoke=%d, illu=%d, nukes=%d*%.3f kT], rockets=%d, missiles=%d", fsmstate, nammo, nshells, self.Nsmoke, self.Nillu, self.Nukes, self.nukewarhead/1000000, nrockets, nmissiles))
if self.Controllable and self.Controllable:IsAlive() then
@@ -2957,19 +2871,20 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
if self.currentTarget then
self:CeaseFire(self.currentTarget)
end
if self:is("CombatReady") then
-- Open fire on timed target.
self:OpenFire(_timedTarget)
end
-- Open fire on timed target.
self:OpenFire(_timedTarget)
elseif _normalTarget then
if self:is("CombatReady") then
-- Open fire on normal target.
self:OpenFire(_normalTarget)
end
-- Open fire on normal target.
self:OpenFire(_normalTarget)
end
-- Get ammo.
--local nammo, nshells, nrockets, nmissiles=self:GetAmmo()
-- Check if we have a target in the queue for which weapons are still available.
local gotsome=false
if #self.targets>0 then
@@ -3130,14 +3045,14 @@ function ARTY:onafterOpenFire(Controllable, From, Event, To, target)
local range=Controllable:GetCoordinate():Get2DDistance(target.coord)
-- Get ammo.
local Nammo, Nshells, Nrockets, Nmissiles, Narty=self:GetAmmo()
local nfire=Narty
local Nammo, Nshells, Nrockets, Nmissiles=self:GetAmmo()
local nfire=Nammo
local _type="shots"
if target.weapontype==ARTY.WeaponType.Auto then
nfire=Nammo -- We take everything that is available
nfire=Nammo
_type="shots"
elseif target.weapontype==ARTY.WeaponType.Cannon then
nfire=Narty
nfire=Nshells
_type="shells"
elseif target.weapontype==ARTY.WeaponType.TacticalNukes then
nfire=self.Nukes
@@ -3155,8 +3070,6 @@ function ARTY:onafterOpenFire(Controllable, From, Event, To, target)
nfire=Nmissiles
_type="cruise missiles"
end
--env.info(string.format("FF type=%s, Nrockets=%d, Nfire=%d target.nshells=%d", _type, Nrockets, nfire, target.nshells))
-- Adjust if less than requested ammo is left.
target.nshells=math.min(target.nshells, nfire)
@@ -3424,7 +3337,7 @@ function ARTY:_CheckRearmed()
self:F2()
-- Get current ammo.
local nammo,nshells,nrockets,nmissiles,narty=self:GetAmmo()
local nammo,nshells,nrockets,nmissiles=self:GetAmmo()
-- Number of units still alive.
local units=self.Controllable:GetUnits()
@@ -3690,11 +3603,7 @@ function ARTY:_FireAtCoord(coord, radius, nshells, weapontype)
if weapontype==ARTY.WeaponType.TacticalNukes or weapontype==ARTY.WeaponType.IlluminationShells or weapontype==ARTY.WeaponType.SmokeShells then
weapontype=ARTY.WeaponType.Cannon
end
if group:HasTask() then
group:ClearTasks()
end
-- Set ROE to weapon free.
group:OptionROEOpenFire()
@@ -3705,7 +3614,7 @@ function ARTY:_FireAtCoord(coord, radius, nshells, weapontype)
local fire=group:TaskFireAtPoint(vec2, radius, nshells, weapontype)
-- Execute task.
group:SetTask(fire,1)
group:SetTask(fire)
end
--- Set task for attacking a group.
@@ -3722,11 +3631,7 @@ function ARTY:_AttackGroup(target)
if weapontype==ARTY.WeaponType.TacticalNukes or weapontype==ARTY.WeaponType.IlluminationShells or weapontype==ARTY.WeaponType.SmokeShells then
weapontype=ARTY.WeaponType.Cannon
end
if group:HasTask() then
group:ClearTasks()
end
-- Set ROE to weapon free.
group:OptionROEOpenFire()
@@ -3737,7 +3642,7 @@ function ARTY:_AttackGroup(target)
local fire=group:TaskAttackGroup(targetgroup, weapontype, AI.Task.WeaponExpend.ONE, 1)
-- Execute task.
group:SetTask(fire,1)
group:SetTask(fire)
end
@@ -4010,7 +3915,6 @@ end
-- @return #number Number of shells the group has left.
-- @return #number Number of rockets the group has left.
-- @return #number Number of missiles the group has left.
-- @return #number Number of artillery shells the group has left.
function ARTY:GetAmmo(display)
self:F3({display=display})
@@ -4024,7 +3928,6 @@ function ARTY:GetAmmo(display)
local nshells=0
local nrockets=0
local nmissiles=0
local nartyshells=0
-- Get all units.
local units=self.Controllable:GetUnits()
@@ -4127,8 +4030,7 @@ function ARTY:GetAmmo(display)
-- Add up all shells.
nshells=nshells+Nammo
local _,_,_,_,_,shells = unit:GetAmmunition()
nartyshells=nartyshells+shells
-- Debug info.
text=text..string.format("- %d shells of type %s\n", Nammo, _weaponName)
@@ -4174,7 +4076,7 @@ function ARTY:GetAmmo(display)
-- Total amount of ammunition.
nammo=nshells+nrockets+nmissiles
return nammo, nshells, nrockets, nmissiles, nartyshells
return nammo, nshells, nrockets, nmissiles
end
--- Returns a name of a missile category.
@@ -4925,10 +4827,7 @@ function ARTY:_CheckShootingStarted()
-- Check if we waited long enough and no shot was fired.
--if dt > self.WaitForShotTime and self.Nshots==0 then
self:T(string.format("dt = %d WaitTime = %d | shots = %d TargetShells = %d",dt,self.WaitForShotTime,self.Nshots,self.currentTarget.nshells))
if (dt > self.WaitForShotTime and self.Nshots==0) or (self.currentTarget.nshells <= self.Nshots) then --https://github.com/FlightControl-Master/MOOSE/issues/1356
if dt > self.WaitForShotTime and (self.Nshots==0 or self.currentTarget.nshells >= self.Nshots) then --https://github.com/FlightControl-Master/MOOSE/issues/1356
-- Debug info.
self:T(self.lid..string.format("%s, no shot event after %d seconds. Removing current target %s from list.", self.groupname, self.WaitForShotTime, name))
@@ -4990,7 +4889,7 @@ end
function ARTY:_CheckOutOfAmmo(targets)
-- Get current ammo.
local _nammo,_nshells,_nrockets,_nmissiles,_narty=self:GetAmmo()
local _nammo,_nshells,_nrockets,_nmissiles=self:GetAmmo()
-- Special weapon type requested ==> Check if corresponding ammo is empty.
local _partlyoutofammo=false
@@ -5002,7 +4901,7 @@ function ARTY:_CheckOutOfAmmo(targets)
self:T(self.lid..string.format("Group %s, auto weapon requested for target %s but all ammo is empty.", self.groupname, Target.name))
_partlyoutofammo=true
elseif Target.weapontype==ARTY.WeaponType.Cannon and _narty==0 then
elseif Target.weapontype==ARTY.WeaponType.Cannon and _nshells==0 then
self:T(self.lid..string.format("Group %s, cannons requested for target %s but shells empty.", self.groupname, Target.name))
_partlyoutofammo=true
@@ -5046,14 +4945,14 @@ end
function ARTY:_CheckWeaponTypeAvailable(target)
-- Get current ammo of group.
local Nammo, Nshells, Nrockets, Nmissiles, Narty=self:GetAmmo()
local Nammo, Nshells, Nrockets, Nmissiles=self:GetAmmo()
-- Check if enough ammo is there for the selected weapon type.
local nfire=Nammo
if target.weapontype==ARTY.WeaponType.Auto then
nfire=Nammo
elseif target.weapontype==ARTY.WeaponType.Cannon then
nfire=Narty
nfire=Nshells
elseif target.weapontype==ARTY.WeaponType.TacticalNukes then
nfire=self.Nukes
elseif target.weapontype==ARTY.WeaponType.IlluminationShells then

View File

@@ -354,7 +354,7 @@ function CLEANUP_AIRBASE.__:EventAddForCleanUp( Event )
self:F({Event})
if Event.IniDCSUnit and Event.IniUnit and Event.IniCategory == Object.Category.UNIT then
if Event.IniDCSUnit and Event.IniCategory == Object.Category.UNIT then
if self.CleanUpList[Event.IniDCSUnitName] == nil then
if self:IsInAirbase( Event.IniUnit:GetVec2() ) then
self:AddForCleanUp( Event.IniUnit, Event.IniDCSUnitName )
@@ -362,7 +362,7 @@ function CLEANUP_AIRBASE.__:EventAddForCleanUp( Event )
end
end
if Event.TgtDCSUnit and Event.TgtUnit and Event.TgtCategory == Object.Category.UNIT then
if Event.TgtDCSUnit and Event.TgtCategory == Object.Category.UNIT then
if self.CleanUpList[Event.TgtDCSUnitName] == nil then
if self:IsInAirbase( Event.TgtUnit:GetVec2() ) then
self:AddForCleanUp( Event.TgtUnit, Event.TgtDCSUnitName )
@@ -384,7 +384,7 @@ function CLEANUP_AIRBASE.__:CleanUpSchedule()
local CleanUpUnit = CleanUpListData.CleanUpUnit -- Wrapper.Unit#UNIT
local CleanUpGroupName = CleanUpListData.CleanUpGroupName
if CleanUpUnit and CleanUpUnit:IsAlive() ~= nil then
if CleanUpUnit:IsAlive() ~= nil then
if self:IsInAirbase( CleanUpUnit:GetVec2() ) then
@@ -411,7 +411,7 @@ function CLEANUP_AIRBASE.__:CleanUpSchedule()
end
end
-- Clean Units which are waiting for a very long time in the CleanUpZone.
if CleanUpUnit and (CleanUpUnit.GetPlayerName == nil or not CleanUpUnit:GetPlayerName()) then
if CleanUpUnit and not CleanUpUnit:GetPlayerName() then
local CleanUpUnitVelocity = CleanUpUnit:GetVelocityKMH()
if CleanUpUnitVelocity < 1 then
if CleanUpListData.CleanUpMoved then

View File

@@ -1,687 +0,0 @@
--- **Functional** - Manage and track client slots easily to add your own client-based menus and modules to.
--
-- The @{#CLIENTWATCH} class adds a simplified way to create scripts and menus for individual clients. Instead of creating large algorithms and juggling multiple event handlers, you can simply provide one or more prefixes to the class and use the callback functions on spawn, despawn, and any aircraft related events to script to your hearts content.
--
-- ===
--
-- ## Features:
--
-- * Find clients by prefixes or by providing a Wrapper.CLIENT object
-- * Trigger functions when the client spawns and despawns
-- * Create multiple client instances without overwriting event handlers between instances
-- * More reliable aircraft lost events for when DCS thinks the aircraft id dead but a dead event fails to trigger
-- * Easily manage clients spawned in dynamic slots
--
-- ====
--
-- ### Author: **Statua**
--
-- ### Contributions: **FlightControl**: Wrapper.CLIENT
--
-- ====
-- @module Functional.ClientWatch
-- @image clientwatch.jpg
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- CLIENTWATCH class
-- @type CLIENTWATCH
-- @field #string ClassName Name of the class.
-- @field #boolean Debug Write Debug messages to DCS log file and send Debug messages to all players.
-- @field #string lid String for DCS log file.
-- @field #number FilterCoalition If not nil, will only activate for aircraft of the given coalition value.
-- @field #number FilterCategory If not nil, will only activate for aircraft of the given category value.
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- Manage and track client slots easily to add your own client-based menus and modules to.
--
-- ## Creating a new instance
--
-- To start, you must first create a new instance of the client manager and provide it with either a Wrapper.Client#CLIENT object, a string prefix of the unit name, or a table of string prefixes for unit names. These are used to capture the client unit when it spawns and apply your scripted functions to it. Only fixed wing and rotary wing aircraft controlled by players can be used by this class.
-- **This will not work if the client aircraft is alive!**
--
-- ### Examples
--
-- -- Create an instance with a Wrapper.Client#CLIENT object
-- local heliClient = CLIENT:FindByName('Rotary1-1')
-- local clientInstance = CLIENTWATCH:New(heliClient)
--
-- -- Create an instance with part of the unit name in the Mission Editor
-- local clientInstance = CLIENTWATCH:New("Rotary")
--
-- -- Create an instance using prefixes for a few units as well as a FARP name for any dynamic spawns coming out of it
-- local clientInstance = CLIENTWATCH:New({"Rescue","UH-1H","FARP ALPHA"})
--
-- ## Applying functions and methods to client aircraft when they spawn
--
-- Once the instance is created, it will watch for birth events. If the unit name of the client aircraft matches the one provided in the instance, the callback method @{#CLIENTWATCH:OnAfterSpawn}() can be used to apply functions and methods to the client object.
--
-- In the OnAfterSpawn() callback method are four values. From, Event, To, and ClientObject. From,Event,To are standard FSM strings for the state changes. ClientObject is where the magic happens. This is a special object which you can use to access all the data of the client aircraft. The following entries in ClientObject are available for you to use:
--
-- * **ClientObject.Unit**: The Moose @{Wrapper.Unit#UNIT} of the client aircraft
-- * **ClientObject.Group**: The Moose @{Wrapper.Group#GRUP} of the client aircraft
-- * **ClientObject.Client**: The Moose @{Wrapper.Client#CLIENT} of the client aircraft
-- * **ClientObject.PlayerName**: A #string of the player controlling the aircraft
-- * **ClientObject.UnitName**: A #string of the client aircraft unit.
-- * **ClientObject.GroupName**: A #string of the client aircraft group.
--
-- ### Examples
--
-- -- Create an instance with a client unit prefix and send them a message when they spawn
-- local clientInstance = CLIENTWATCH:New("Rotary")
-- function clientInstance:OnAfterSpawn(From,Event,To,ClientObject,EventData)
-- MESSAGE:New("Welcome to your aircraft!",10):ToUnit(ClientObject.Unit)
-- end
--
-- ## Using event callbacks
--
-- In a normal setting, you can only use a callback function for a specific option in one location. If you have multiple scripts that rely on the same callback from the same object, this can get quite messy. With the ClientWatch module, these callbacks are isolated t the instances and therefore open the possibility to use many instances with the same callback doing different things. ClientWatch instances subscribe to all events that are applicable to player controlled aircraft and provides callbacks for each, forwarding the EventData in the callback function.
--
-- The following event callbacks can be used inside the OnAfterSpawn() callback:
--
-- * **:OnAfterDespawn(From,Event,To)**: Triggers whenever DCS no longer sees the aircraft as 'alive'. No event data is given in this callback as it is derived from other events
-- * **:OnAfterHit(From,Event,To,EventData)**: Triggers every time the aircraft takes damage or is struck by a weapon/explosion
-- * **:OnAfterKill(From,Event,To,EventData)**: Triggers after the aircraft kills something with its weapons
-- * **:OnAfterScore(From,Event,To,EventData)**: Triggers after accumulating score
-- * **:OnAfterShot(From,Event,To,EventData)**: Triggers after a single-shot weapon is released
-- * **:OnAfterShootingStart(From,Event,To,EventData)**: Triggers when an automatic weapon begins firing
-- * **:OnAfterShootingEnd(From,Event,To,EventData)**: Triggers when an automatic weapon stops firing
-- * **:OnAfterLand(From,Event,To,EventData)**: Triggers when an aircraft transitions from being airborne to on the ground
-- * **:OnAfterTakeoff(From,Event,To,EventData)**: Triggers when an aircraft transitions from being on the ground to airborne
-- * **:OnAfterRunwayTakeoff(From,Event,To,EventData)**: Triggers after lifting off from a runway
-- * **:OnAfterRunwayTouch(From,Event,To,EventData)**: Triggers when an aircraft's gear makes contact with a runway
-- * **:OnAfterRefueling(From,Event,To,EventData)**: Triggers when an aircraft begins taking on fuel
-- * **:OnAfterRefuelingStop(From,Event,To,EventData)**: Triggers when an aircraft stops taking on fuel
-- * **:OnAfterPlayerLeaveUnit(From,Event,To,EventData)**: Triggers when a player leaves an operational aircraft
-- * **:OnAfterCrash(From,Event,To,EventData)**: Triggers when an aircraft is destroyed (may fail to trigger if the aircraft is only partially destroyed)
-- * **:OnAfterDead(From,Event,To,EventData)**: Triggers when an aircraft is considered dead (may fail to trigger if the aircraft was partially destroyed first)
-- * **:OnAfterPilotDead(From,Event,To,EventData)**: Triggers when the pilot is killed (may fail to trigger if the aircraft was partially destroyed first)
-- * **:OnAfterUnitLost(From,Event,To,EventData)**: Triggers when an aircraft is lost for any reason (may fail to trigger if the aircraft was partially destroyed first)
-- * **:OnAfterEjection(From,Event,To,EventData)**: Triggers when a pilot ejects from an aircraft
-- * **:OnAfterHumanFailure(From,Event,To,EventData)**: Triggers when an aircraft or system is damaged from any source or action by the player
-- * **:OnAfterHumanAircraftRepairStart(From,Event,To,EventData)**: Triggers when an aircraft repair is started
-- * **:OnAfterHumanAircraftRepairFinish(From,Event,To,EventData)**: Triggers when an aircraft repair is completed
-- * **:OnAfterEngineStartup(From,Event,To,EventData)**: Triggers when the engine enters what DCS considers to be a started state. Parameters vary by aircraft
-- * **:OnAfterEngineShutdown(From,Event,To,EventData)**: Triggers when the engine enters what DCS considers to be a stopped state. Parameters vary by aircraft
-- * **:OnAfterWeaponAdd(From,Event,To,EventData)**: Triggers when an item is added to an aircraft's payload
-- * **:OnAfterWeaponDrop(From,Event,To,EventData)**: Triggers when an item is jettisoned or dropped from an aircraft (unconfirmed)
-- * **:OnAfterWeaponRearm(From,Event,To,EventData)**: Triggers when an item with internal supply is restored (unconfirmed)
--
-- ### Examples
--
-- -- Show a message to player when they take damage from a weapon
-- local clientInstance = CLIENTWATCH:New("Rotary")
-- function clientInstance:OnAfterSpawn(From,Event,To,ClientObject,EventData)
-- function ClientObject:OnAfterHit(From,Event,To,EventData)
-- local typeShooter = EventData.IniTypeName
-- local nameWeapon = EventData.weapon_name
-- MESSAGE:New("A "..typeShooter.." hit you with a "..nameWeapon,20):ToUnit(ClientObject.Unit)
-- end
-- end
--
-- @field #CLIENTWATCH
CLIENTWATCH = {}
CLIENTWATCH.ClassName = "CLIENTWATCH"
CLIENTWATCH.Debug = false
CLIENTWATCH.DebugEventData = false
CLIENTWATCH.lid = nil
-- @type CLIENTWATCHTools
-- @field #table Unit Wrapper.UNIT of the cient object
-- @field #table Group Wrapper.GROUP of the cient object
-- @field #table Client Wrapper.CLIENT of the cient object
-- @field #string PlayerName Name of the player controlling the client object
-- @field #string UnitName Name of the unit that is the client object
-- @field #string GroupName Name of the group the client object belongs to
CLIENTWATCHTools = {}
--- CLIENTWATCH version
-- @field #string version
CLIENTWATCH.version="1.0.1"
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Creates a new instance of CLIENTWATCH to add scripts to. Can be used multiple times with the same client/prefixes if you need it for multiple scripts.
-- @param #CLIENTWATCH self
-- @param #string Will watch for clients whos UNIT NAME or GROUP NAME matches part of the #string as a prefix.
-- @param #table Put strings in a table to use multiple prefixes for the above method.
-- @param Wrapper.Client#CLIENT Provide a Moose CLIENT object to apply to that specific aircraft slot (static slots only!)
-- @param #nil Leave blank to activate for ALL CLIENTS
-- @return #CLIENTWATCH self
function CLIENTWATCH:New(client)
--Init FSM
local self=BASE:Inherit(self, FSM:New())
self:SetStartState( "Idle" )
self:AddTransition( "*", "Spawn", "*" )
self.FilterCoalition = nil
self.FilterCategory = nil
--- User function for OnAfter "Spawn" event.
-- @function [parent=#CLIENTWATCH] OnAfterSpawn
-- @param #CLIENTWATCH self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #table clientObject Custom object that handles events and stores Moose object data. See top documentation for more details.
-- @param #table eventdata Data from EVENTS.Birth.
--Set up spawn tracking
if not client then
if self.Debug then self:I({"New client instance created. ClientType = All clients"}) end
self:HandleEvent(EVENTS.Birth)
function self:OnEventBirth(eventdata)
if (eventdata.IniCategory == 0 or eventdata.IniCategory == 1) and eventdata.IniPlayerName
and (not self.FilterCoalition or self.FilterCoalition == eventdata.IniCoalition)
and (not self.FilterCategory or self.FilterCategory == eventdata.IniCategory) then
if self.Debug then
self:I({"Client spawned in.",IniCategory = eventdata.IniCategory})
end
local clientWatchDebug = self.Debug
local clientObject = CLIENTWATCHTools:_newClient(clientWatchDebug,eventdata)
self:Spawn(clientObject,eventdata)
end
end
elseif type(client) == "table" or type(client) == "string" then
if type(client) == "table" then
--CLIENT TABLE
if client.ClassName == "CLIENT" then
if self.Debug then self:I({"New client instance created. ClientType = Wrapper.CLIENT",client}) end
self.ClientName = client:GetName()
self:HandleEvent(EVENTS.Birth)
function self:OnEventBirth(eventdata)
if (eventdata.IniCategory == 0 or eventdata.IniCategory == 1) and eventdata.IniPlayerName
and (not self.FilterCoalition or self.FilterCoalition == eventdata.IniCoalition)
and (not self.FilterCategory or self.FilterCategory == eventdata.IniCategory) then
if self.ClientName == eventdata.IniUnitName then
if self.Debug then
self:I({"Client spawned in.",IniCategory = eventdata.IniCategory})
end
local clientWatchDebug = self.Debug
local clientObject = CLIENTWATCHTools:_newClient(clientWatchDebug,eventdata)
self:Spawn(clientObject,eventdata)
end
end
end
--STRING TABLE
else
if self.Debug then self:I({"New client instance created. ClientType = Multiple Prefixes",client}) end
local tableValid = true
for _,entry in pairs(client) do
if type(entry) ~= "string" then
tableValid = false
self:E({"The base handler failed to start because at least one entry in param1's table is not a string!",InvalidEntry = entry})
return nil
end
end
if tableValid then
self:HandleEvent(EVENTS.Birth)
function self:OnEventBirth(eventdata)
for _,entry in pairs(client) do
if (eventdata.IniCategory == 0 or eventdata.IniCategory == 1) and eventdata.IniPlayerName
and (not self.FilterCoalition or self.FilterCoalition == eventdata.IniCoalition)
and (not self.FilterCategory or self.FilterCategory == eventdata.IniCategory) then
if string.match(eventdata.IniUnitName,entry) or string.match(eventdata.IniGroupName,entry) then
if self.Debug then
self:I({"Client spawned in.",IniCategory = eventdata.IniCategory})
end
local clientWatchDebug = self.Debug
local clientObject = CLIENTWATCHTools:_newClient(clientWatchDebug,eventdata)
self:Spawn(clientObject,eventdata)
break
end
end
end
end
end
end
else
if self.Debug then self:I({"New client instance created. ClientType = Single Prefix",client}) end
--SOLO STRING
self:HandleEvent(EVENTS.Birth)
function self:OnEventBirth(eventdata)
if (eventdata.IniCategory == 0 or eventdata.IniCategory == 1) and eventdata.IniPlayerName
and (not self.FilterCoalition or self.FilterCoalition == eventdata.IniCoalition)
and (not self.FilterCategory or self.FilterCategory == eventdata.IniCategory) then
if string.match(eventdata.IniUnitName,client) or string.match(eventdata.IniGroupName,client) then
if self.Debug then
self:I({"Client spawned in.",IniCategory = eventdata.IniCategory})
end
local clientWatchDebug = self.Debug
local clientObject = CLIENTWATCHTools:_newClient(clientWatchDebug,eventdata)
self:Spawn(clientObject,eventdata)
end
end
end
end
else
self:E({"The base handler failed to start because param1 is not a CLIENT object or a prefix string!",param1 = client})
return nil
end
return self
end
--- Filter out all clients not belonging to the provided coalition
-- @param #CLIENTWATCH self
-- @param #number Coalition number (1 = red, 2 = blue)
-- @param #string Coalition string ('red' or 'blue')
function CLIENTWATCH:FilterByCoalition(value)
if value == 1 or value == "red" then
self.FilterCoalition = 1
else
self.FilterCoalition = 2
end
return self
end
--- Filter out all clients that are not of the given category
-- @param #CLIENTWATCH self
-- @param #number Category number (0 = airplane, 1 = helicopter)
-- @param #string Category string ('airplane' or 'helicopter')
function CLIENTWATCH:FilterByCategory(value)
if value == 1 or value == "helicopter" then
self.FilterCategory = 1
else
self.FilterCategory = 0
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Internal function for creating a new client on birth. Do not use!!!.
-- @param #CLIENTWATCHTools self
-- @param #EVENTS.Birth EventData
-- @return #CLIENTWATCHTools self
function CLIENTWATCHTools:_newClient(clientWatchDebug,eventdata)
--Init FSM
local self=BASE:Inherit(self, FSM:New())
self:SetStartState( "Alive" )
self:AddTransition( "Alive", "Despawn", "Dead" )
self.Unit = eventdata.IniUnit
self.Group = self.Unit:GetGroup()
self.Client = self.Unit:GetClient()
self.PlayerName = self.Unit:GetPlayerName()
self.UnitName = self.Unit:GetName()
self.GroupName = self.Group:GetName()
--Event events
self:AddTransition( "*", "Hit", "*" )
self:AddTransition( "*", "Kill", "*" )
self:AddTransition( "*", "Score", "*" )
self:AddTransition( "*", "Shot", "*" )
self:AddTransition( "*", "ShootingStart", "*" )
self:AddTransition( "*", "ShootingEnd", "*" )
self:AddTransition( "*", "Land", "*" )
self:AddTransition( "*", "Takeoff", "*" )
self:AddTransition( "*", "RunwayTakeoff", "*" )
self:AddTransition( "*", "RunwayTouch", "*" )
self:AddTransition( "*", "Refueling", "*" )
self:AddTransition( "*", "RefuelingStop", "*" )
self:AddTransition( "*", "PlayerLeaveUnit", "*" )
self:AddTransition( "*", "Crash", "*" )
self:AddTransition( "*", "Dead", "*" )
self:AddTransition( "*", "PilotDead", "*" )
self:AddTransition( "*", "UnitLost", "*" )
self:AddTransition( "*", "Ejection", "*" )
self:AddTransition( "*", "HumanFailure", "*" )
self:AddTransition( "*", "HumanAircraftRepairFinish", "*" )
self:AddTransition( "*", "HumanAircraftRepairStart", "*" )
self:AddTransition( "*", "EngineShutdown", "*" )
self:AddTransition( "*", "EngineStartup", "*" )
self:AddTransition( "*", "WeaponAdd", "*" )
self:AddTransition( "*", "WeaponDrop", "*" )
self:AddTransition( "*", "WeaponRearm", "*" )
--Event Handlers
self:HandleEvent( EVENTS.Hit )
self:HandleEvent( EVENTS.Kill )
self:HandleEvent( EVENTS.Score )
self:HandleEvent( EVENTS.Shot )
self:HandleEvent( EVENTS.ShootingStart )
self:HandleEvent( EVENTS.ShootingEnd )
self:HandleEvent( EVENTS.Land )
self:HandleEvent( EVENTS.Takeoff )
self:HandleEvent( EVENTS.RunwayTakeoff )
self:HandleEvent( EVENTS.RunwayTouch )
self:HandleEvent( EVENTS.Refueling )
self:HandleEvent( EVENTS.RefuelingStop )
self:HandleEvent( EVENTS.PlayerLeaveUnit )
self:HandleEvent( EVENTS.Crash )
self:HandleEvent( EVENTS.Dead )
self:HandleEvent( EVENTS.PilotDead )
self:HandleEvent( EVENTS.UnitLost )
self:HandleEvent( EVENTS.Ejection )
self:HandleEvent( EVENTS.HumanFailure )
self:HandleEvent( EVENTS.HumanAircraftRepairFinish )
self:HandleEvent( EVENTS.HumanAircraftRepairStart )
self:HandleEvent( EVENTS.EngineShutdown )
self:HandleEvent( EVENTS.EngineStartup )
self:HandleEvent( EVENTS.WeaponAdd )
self:HandleEvent( EVENTS.WeaponDrop )
self:HandleEvent( EVENTS.WeaponRearm )
function self:OnEventHit(EventData)
if EventData.TgtUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered hit event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Hit(EventData)
end
end
function self:OnEventKill(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered kill event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Kill(EventData)
end
end
function self:OnEventScore(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered score event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Score(EventData)
end
end
function self:OnEventShot(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered shot event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Shot(EventData)
end
end
function self:OnEventShootingStart(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered shooting start event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:ShootingStart(EventData)
end
end
function self:OnEventShootingEnd(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered shooting end event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:ShootingEnd(EventData)
end
end
function self:OnEventLand(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered land event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Land(EventData)
end
end
function self:OnEventTakeoff(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered takeoff event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Takeoff(EventData)
end
end
function self:OnEventRunwayTakeoff(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered runway takeoff event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:RunwayTakeoff(EventData)
end
end
function self:OnEventRunwayTouch(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered runway touch event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:RunwayTouch(EventData)
end
end
function self:OnEventRefueling(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered refueling event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Refueling(EventData)
end
end
function self:OnEventRefuelingStop(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered refueling event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:RefuelingStop(EventData)
end
end
function self:OnEventPlayerLeaveUnit(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered leave unit event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:PlayerLeaveUnit(EventData)
self._deadRoutine()
end
end
function self:OnEventCrash(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered crash event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Crash(EventData)
self._deadRoutine()
end
end
function self:OnEventDead(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered dead event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Dead(EventData)
self._deadRoutine()
end
end
function self:OnEventPilotDead(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered pilot dead event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:PilotDead(EventData)
self._deadRoutine()
end
end
function self:OnEventUnitLost(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered unit lost event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:UnitLost(EventData)
self._deadRoutine()
end
end
function self:OnEventEjection(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered ejection event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:Ejection(EventData)
self._deadRoutine()
end
end
function self:OnEventHumanFailure(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered human failure event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:HumanFailure(EventData)
if not self.Unit:IsAlive() then
self._deadRoutine()
end
end
end
function self:OnEventHumanAircraftRepairFinish(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered repair finished event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:HumanAircraftRepairFinish(EventData)
end
end
function self:OnEventHumanAircraftRepairStart(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered repair start event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:HumanAircraftRepairStart(EventData)
end
end
function self:OnEventEngineShutdown(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered engine shutdown event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:EngineShutdown(EventData)
end
end
function self:OnEventEngineStartup(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered engine startup event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:EngineStartup(EventData)
end
end
function self:OnEventWeaponAdd(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered weapon add event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:WeaponAdd(EventData)
end
end
function self:OnEventWeaponDrop(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered weapon drop event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:WeaponDrop(EventData)
end
end
function self:OnEventWeaponRearm(EventData)
if EventData.IniUnitName == self.UnitName then
if clientWatchDebug then
self:I({"Client triggered weapon rearm event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self:WeaponRearm(EventData)
end
end
--Fallback timer
self.FallbackTimer = TIMER:New(function()
if not self.Unit:IsAlive() then
if clientWatchDebug then
self:I({"Client is registered as dead without an event trigger. Running fallback dead routine.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
end
self._deadRoutine()
end
end)
self.FallbackTimer:Start(5,5)
--Stop event handlers and trigger Despawn
function self._deadRoutine()
if clientWatchDebug then self:I({"Client dead routine triggered. Shutting down tracking...",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName}) end
self:UnHandleEvent( EVENTS.Hit )
self:UnHandleEvent( EVENTS.Kill )
self:UnHandleEvent( EVENTS.Score )
self:UnHandleEvent( EVENTS.Shot )
self:UnHandleEvent( EVENTS.ShootingStart )
self:UnHandleEvent( EVENTS.ShootingEnd )
self:UnHandleEvent( EVENTS.Land )
self:UnHandleEvent( EVENTS.Takeoff )
self:UnHandleEvent( EVENTS.RunwayTakeoff )
self:UnHandleEvent( EVENTS.RunwayTouch )
self:UnHandleEvent( EVENTS.Refueling )
self:UnHandleEvent( EVENTS.RefuelingStop )
self:UnHandleEvent( EVENTS.PlayerLeaveUnit )
self:UnHandleEvent( EVENTS.Crash )
self:UnHandleEvent( EVENTS.Dead )
self:UnHandleEvent( EVENTS.PilotDead )
self:UnHandleEvent( EVENTS.UnitLost )
self:UnHandleEvent( EVENTS.Ejection )
self:UnHandleEvent( EVENTS.HumanFailure )
self:UnHandleEvent( EVENTS.HumanAircraftRepairFinish )
self:UnHandleEvent( EVENTS.HumanAircraftRepairStart )
self:UnHandleEvent( EVENTS.EngineShutdown )
self:UnHandleEvent( EVENTS.EngineStartup )
self:UnHandleEvent( EVENTS.WeaponAdd )
self:UnHandleEvent( EVENTS.WeaponDrop )
self:UnHandleEvent( EVENTS.WeaponRearm )
self.FallbackTimer:Stop()
self:Despawn()
end
self:I({"Detected client spawn and applied internal functions and events.", PlayerName = self.PlayerName, UnitName = self.UnitName, GroupName = self.GroupName})
return self
end

View File

@@ -184,7 +184,7 @@
do -- DESIGNATE
-- @type DESIGNATE
--- @type DESIGNATE
-- @extends Core.Fsm#FSM_PROCESS
--- Manage the designation of detected targets.
@@ -525,7 +525,7 @@ do -- DESIGNATE
self.AttackSet:ForEachGroupAlive(
-- @param Wrapper.Group#GROUP AttackGroup
--- @param Wrapper.Group#GROUP AttackGroup
function( AttackGroup )
self.FlashStatusMenu[AttackGroup] = FlashMenu
end
@@ -554,7 +554,7 @@ do -- DESIGNATE
self.AttackSet:ForEachGroupAlive(
-- @param Wrapper.Group#GROUP AttackGroup
--- @param Wrapper.Group#GROUP AttackGroup
function( AttackGroup )
self.FlashDetectionMessage[AttackGroup] = FlashDetectionMessage
end
@@ -826,7 +826,7 @@ do -- DESIGNATE
-- This Detection is obsolete, remove from the designate scope
self.Designating[DesignateIndex] = nil
self.AttackSet:ForEachGroupAlive(
-- @param Wrapper.Group#GROUP AttackGroup
--- @param Wrapper.Group#GROUP AttackGroup
function( AttackGroup )
if AttackGroup:IsAlive() == true then
local DetectionText = self.Detection:DetectedItemReportSummary( DetectedItem, AttackGroup ):Text( ", " )
@@ -903,7 +903,7 @@ do -- DESIGNATE
self.AttackSet:ForEachGroupAlive(
-- @param Wrapper.Group#GROUP GroupReport
--- @param Wrapper.Group#GROUP GroupReport
function( AttackGroup )
if self.FlashStatusMenu[AttackGroup] or ( MenuAttackGroup and ( AttackGroup:GetName() == MenuAttackGroup:GetName() ) ) then
@@ -1060,7 +1060,7 @@ do -- DESIGNATE
self.AttackSet:ForEachGroupAlive(
-- @param Wrapper.Group#GROUP GroupReport
--- @param Wrapper.Group#GROUP GroupReport
function( AttackGroup )
self:ScheduleOnce( Delay, self.SetMenu, self, AttackGroup )
@@ -1198,7 +1198,7 @@ do -- DESIGNATE
--local ReportTypes = REPORT:New()
--local ReportLaserCodes = REPORT:New()
--TargetSetUnit:Flush( self )
TargetSetUnit:Flush( self )
--self:F( { Recces = self.Recces } )
for TargetUnit, RecceData in pairs( self.Recces ) do
@@ -1229,12 +1229,10 @@ do -- DESIGNATE
end
end
if TargetSetUnit == nil then return end
if self.AutoLase or ( not self.AutoLase and ( self.LaseStart + Duration >= timer.getTime() ) ) then
TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0,
-- @param Wrapper.Unit#UNIT SmokeUnit
--- @param Wrapper.Unit#UNIT SmokeUnit
function( TargetUnit )
self:F( { TargetUnit = TargetUnit:GetName() } )
@@ -1255,7 +1253,7 @@ do -- DESIGNATE
local RecceUnit = UnitData -- Wrapper.Unit#UNIT
local RecceUnitDesc = RecceUnit:GetDesc()
--self:F( { RecceUnit = RecceUnit:GetName(), RecceDescription = RecceUnitDesc } )x
--self:F( { RecceUnit = RecceUnit:GetName(), RecceDescription = RecceUnitDesc } )
if RecceUnit:IsLasing() == false then
--self:F( { IsDetected = RecceUnit:IsDetected( TargetUnit ), IsLOS = RecceUnit:IsLOS( TargetUnit ) } )
@@ -1277,10 +1275,9 @@ do -- DESIGNATE
local Spot = RecceUnit:LaseUnit( TargetUnit, LaserCode, Duration )
local AttackSet = self.AttackSet
local DesignateName = self.DesignateName
local typename = TargetUnit:GetTypeName()
function Spot:OnAfterDestroyed( From, Event, To )
self.Recce:MessageToSetGroup( "Target " ..typename .. " destroyed. " .. TargetSetUnit:CountAlive() .. " targets left.",
self.Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() .. " destroyed. " .. TargetSetUnit:Count() .. " targets left.",
5, AttackSet, self.DesignateName )
end
@@ -1288,7 +1285,7 @@ do -- DESIGNATE
-- OK. We have assigned for the Recce a TargetUnit. We can exit the function.
MarkingCount = MarkingCount + 1
local TargetUnitType = TargetUnit:GetTypeName()
RecceUnit:MessageToSetGroup( "Marking " .. TargetUnitType .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.",
RecceUnit:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.",
10, self.AttackSet, DesignateName )
if not MarkedTypes[TargetUnitType] then
MarkedTypes[TargetUnitType] = true
@@ -1395,7 +1392,7 @@ do -- DESIGNATE
local MarkedCount = 0
TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0,
-- @param Wrapper.Unit#UNIT SmokeUnit
--- @param Wrapper.Unit#UNIT SmokeUnit
function( SmokeUnit )
if MarkedCount < self.MaximumMarkings then
@@ -1460,10 +1457,9 @@ do -- DESIGNATE
-- @param #DESIGNATE self
-- @return #DESIGNATE
function DESIGNATE:onafterDoneSmoking( From, Event, To, Index )
if self.Designating[Index] ~= nil then
self.Designating[Index] = string.gsub( self.Designating[Index], "S", "" )
self:SetDesignateMenu()
end
self.Designating[Index] = string.gsub( self.Designating[Index], "S", "" )
self:SetDesignateMenu()
end
--- DoneIlluminating
@@ -1476,3 +1472,5 @@ do -- DESIGNATE
end
end

View File

@@ -545,7 +545,7 @@ do -- DETECTION_BASE
-- @param #string To The To State string.
function DETECTION_BASE:onafterDetect( From, Event, To )
local DetectDelay = 0.15
local DetectDelay = 0.1
self.DetectionCount = 0
self.DetectionRun = 0
self:UnIdentifyAllDetectedObjects() -- Resets the DetectedObjectsIdentified table
@@ -595,8 +595,7 @@ do -- DETECTION_BASE
return self
end
---
-- @param #DETECTION_BASE self
-- @param #string From The From State string.
-- @param #string Event The Event string.
@@ -605,7 +604,7 @@ do -- DETECTION_BASE
-- @param #number DetectionTimeStamp Time stamp of detection event.
function DETECTION_BASE:onafterDetection( From, Event, To, Detection, DetectionTimeStamp )
self:T( { DetectedObjects = self.DetectedObjects } )
-- self:F( { DetectedObjects = self.DetectedObjects } )
self.DetectionRun = self.DetectionRun + 1
@@ -613,14 +612,14 @@ do -- DETECTION_BASE
if Detection and Detection:IsAlive() then
self:T( { "DetectionGroup is Alive", Detection:GetName() } )
-- self:T( { "DetectionGroup is Alive", DetectionGroup:GetName() } )
local DetectionGroupName = Detection:GetName()
local DetectionUnit = Detection:GetFirstUnitAlive()
local DetectionUnit = Detection:GetUnit( 1 )
local DetectedUnits = {}
local DetectedTargets = DetectionUnit:GetDetectedTargets(
local DetectedTargets = Detection:GetDetectedTargets(
self.DetectVisual,
self.DetectOptical,
self.DetectRadar,
@@ -629,30 +628,28 @@ do -- DETECTION_BASE
self.DetectDLINK
)
--self:T( { DetectedTargets = DetectedTargets } )
--self:T(UTILS.PrintTableToLog(DetectedTargets))
for DetectionObjectID, Detection in pairs( DetectedTargets or {}) do
self:F( { DetectedTargets = DetectedTargets } )
for DetectionObjectID, Detection in pairs( DetectedTargets ) do
local DetectedObject = Detection.object -- DCS#Object
if DetectedObject and DetectedObject:isExist() and DetectedObject.id_ < 50000000 then -- and ( DetectedObject:getCategory() == Object.Category.UNIT or DetectedObject:getCategory() == Object.Category.STATIC ) then
local DetectedObjectName = DetectedObject:getName()
if not self.DetectedObjects[DetectedObjectName] then
self.DetectedObjects[DetectedObjectName] = self.DetectedObjects[DetectedObjectName] or {}
self.DetectedObjects[DetectedObjectName].Name = DetectedObjectName
self.DetectedObjects[DetectedObjectName].Name = DetectedObjectName
self.DetectedObjects[DetectedObjectName].Object = DetectedObject
end
end
end
for DetectionObjectName, DetectedObjectData in pairs( self.DetectedObjects or {}) do
for DetectionObjectName, DetectedObjectData in pairs( self.DetectedObjects ) do
local DetectedObject = DetectedObjectData.Object
if DetectedObject:isExist() then
local TargetIsDetected, TargetIsVisible, TargetKnowType, TargetKnowDistance, TargetLastTime, TargetLastPos, TargetLastVelocity = DetectionUnit:IsTargetDetected(
local TargetIsDetected, TargetIsVisible, TargetLastTime, TargetKnowType, TargetKnowDistance, TargetLastPos, TargetLastVelocity = DetectionUnit:IsTargetDetected(
DetectedObject,
self.DetectVisual,
self.DetectOptical,

View File

@@ -1154,6 +1154,8 @@ function ESCORT:_ReportTargetsScheduler()
if self.EscortGroup:IsAlive() and self.EscortClient:IsAlive() then
if true then
local EscortGroupName = self.EscortGroup:GetName()
self.EscortMenuAttackNearbyTargets:RemoveSubMenus()
@@ -1224,6 +1226,177 @@ function ESCORT:_ReportTargetsScheduler()
end
return true
else
-- local EscortGroupName = self.EscortGroup:GetName()
-- local EscortTargets = self.EscortGroup:GetDetectedTargets()
--
-- local ClientEscortTargets = self.EscortClient._EscortGroups[EscortGroupName].Targets
--
-- local EscortTargetMessages = ""
-- for EscortTargetID, EscortTarget in pairs( EscortTargets ) do
-- local EscortObject = EscortTarget.object
-- self:T( EscortObject )
-- if EscortObject and EscortObject:isExist() and EscortObject.id_ < 50000000 then
--
-- local EscortTargetUnit = UNIT:Find( EscortObject )
-- local EscortTargetUnitName = EscortTargetUnit:GetName()
--
--
--
-- -- local EscortTargetIsDetected,
-- -- EscortTargetIsVisible,
-- -- EscortTargetLastTime,
-- -- EscortTargetKnowType,
-- -- EscortTargetKnowDistance,
-- -- EscortTargetLastPos,
-- -- EscortTargetLastVelocity
-- -- = self.EscortGroup:IsTargetDetected( EscortObject )
-- --
-- -- self:T( { EscortTargetIsDetected,
-- -- EscortTargetIsVisible,
-- -- EscortTargetLastTime,
-- -- EscortTargetKnowType,
-- -- EscortTargetKnowDistance,
-- -- EscortTargetLastPos,
-- -- EscortTargetLastVelocity } )
--
--
-- local EscortTargetUnitVec3 = EscortTargetUnit:GetVec3()
-- local EscortVec3 = self.EscortGroup:GetVec3()
-- local Distance = ( ( EscortTargetUnitVec3.x - EscortVec3.x )^2 +
-- ( EscortTargetUnitVec3.y - EscortVec3.y )^2 +
-- ( EscortTargetUnitVec3.z - EscortVec3.z )^2
-- ) ^ 0.5 / 1000
--
-- self:T( { self.EscortGroup:GetName(), EscortTargetUnit:GetName(), Distance, EscortTarget } )
--
-- if Distance <= 15 then
--
-- if not ClientEscortTargets[EscortTargetUnitName] then
-- ClientEscortTargets[EscortTargetUnitName] = {}
-- end
-- ClientEscortTargets[EscortTargetUnitName].AttackUnit = EscortTargetUnit
-- ClientEscortTargets[EscortTargetUnitName].visible = EscortTarget.visible
-- ClientEscortTargets[EscortTargetUnitName].type = EscortTarget.type
-- ClientEscortTargets[EscortTargetUnitName].distance = EscortTarget.distance
-- else
-- if ClientEscortTargets[EscortTargetUnitName] then
-- ClientEscortTargets[EscortTargetUnitName] = nil
-- end
-- end
-- end
-- end
--
-- self:T( { "Sorting Targets Table:", ClientEscortTargets } )
-- table.sort( ClientEscortTargets, function( a, b ) return a.Distance < b.Distance end )
-- self:T( { "Sorted Targets Table:", ClientEscortTargets } )
--
-- -- Remove the sub menus of the Attack menu of the Escort for the EscortGroup.
-- self.EscortMenuAttackNearbyTargets:RemoveSubMenus()
--
-- if self.EscortMenuTargetAssistance then
-- self.EscortMenuTargetAssistance:RemoveSubMenus()
-- end
--
-- --for MenuIndex = 1, #self.EscortMenuAttackTargets do
-- -- self:T( { "Remove Menu:", self.EscortMenuAttackTargets[MenuIndex] } )
-- -- self.EscortMenuAttackTargets[MenuIndex] = self.EscortMenuAttackTargets[MenuIndex]:Remove()
-- --end
--
--
-- if ClientEscortTargets then
-- for ClientEscortTargetUnitName, ClientEscortTargetData in pairs( ClientEscortTargets ) do
--
-- for ClientEscortGroupName, EscortGroupData in pairs( self.EscortClient._EscortGroups ) do
--
-- if ClientEscortTargetData and ClientEscortTargetData.AttackUnit:IsAlive() then
--
-- local EscortTargetMessage = ""
-- local EscortTargetCategoryName = ClientEscortTargetData.AttackUnit:GetCategoryName()
-- local EscortTargetCategoryType = ClientEscortTargetData.AttackUnit:GetTypeName()
-- if ClientEscortTargetData.type then
-- EscortTargetMessage = EscortTargetMessage .. EscortTargetCategoryName .. " (" .. EscortTargetCategoryType .. ") at "
-- else
-- EscortTargetMessage = EscortTargetMessage .. "Unknown target at "
-- end
--
-- local EscortTargetUnitVec3 = ClientEscortTargetData.AttackUnit:GetVec3()
-- local EscortVec3 = self.EscortGroup:GetVec3()
-- local Distance = ( ( EscortTargetUnitVec3.x - EscortVec3.x )^2 +
-- ( EscortTargetUnitVec3.y - EscortVec3.y )^2 +
-- ( EscortTargetUnitVec3.z - EscortVec3.z )^2
-- ) ^ 0.5 / 1000
--
-- self:T( { self.EscortGroup:GetName(), ClientEscortTargetData.AttackUnit:GetName(), Distance, ClientEscortTargetData.AttackUnit } )
-- if ClientEscortTargetData.visible == false then
-- EscortTargetMessage = EscortTargetMessage .. string.format( "%.2f", Distance ) .. " estimated km"
-- else
-- EscortTargetMessage = EscortTargetMessage .. string.format( "%.2f", Distance ) .. " km"
-- end
--
-- if ClientEscortTargetData.visible then
-- EscortTargetMessage = EscortTargetMessage .. ", visual"
-- end
--
-- if ClientEscortGroupName == EscortGroupName then
--
-- MENU_GROUP_COMMAND:New( self.EscortClient,
-- EscortTargetMessage,
-- self.EscortMenuAttackNearbyTargets,
-- ESCORT._AttackTarget,
-- { ParamSelf = self,
-- ParamUnit = ClientEscortTargetData.AttackUnit
-- }
-- )
-- EscortTargetMessages = EscortTargetMessages .. "\n - " .. EscortTargetMessage
-- else
-- if self.EscortMenuTargetAssistance then
-- local MenuTargetAssistance = MENU_GROUP:New( self.EscortClient, EscortGroupData.EscortName, self.EscortMenuTargetAssistance )
-- MENU_GROUP_COMMAND:New( self.EscortClient,
-- EscortTargetMessage,
-- MenuTargetAssistance,
-- ESCORT._AssistTarget,
-- self,
-- EscortGroupData.EscortGroup,
-- ClientEscortTargetData.AttackUnit
-- )
-- end
-- end
-- else
-- ClientEscortTargetData = nil
-- end
-- end
-- end
--
-- if EscortTargetMessages ~= "" and self.ReportTargets == true then
-- self.EscortGroup:MessageToClient( "Detected targets within 15 km range:" .. EscortTargetMessages:gsub("\n$",""), 20, self.EscortClient )
-- else
-- self.EscortGroup:MessageToClient( "No targets detected!", 20, self.EscortClient )
-- end
-- end
--
-- if self.EscortMenuResumeMission then
-- self.EscortMenuResumeMission:RemoveSubMenus()
--
-- -- if self.EscortMenuResumeWayPoints then
-- -- for MenuIndex = 1, #self.EscortMenuResumeWayPoints do
-- -- self:T( { "Remove Menu:", self.EscortMenuResumeWayPoints[MenuIndex] } )
-- -- self.EscortMenuResumeWayPoints[MenuIndex] = self.EscortMenuResumeWayPoints[MenuIndex]:Remove()
-- -- end
-- -- end
--
-- local TaskPoints = self:RegisterRoute()
-- for WayPointID, WayPoint in pairs( TaskPoints ) do
-- local EscortVec3 = self.EscortGroup:GetVec3()
-- local Distance = ( ( WayPoint.x - EscortVec3.x )^2 +
-- ( WayPoint.y - EscortVec3.z )^2
-- ) ^ 0.5 / 1000
-- MENU_GROUP_COMMAND:New( self.EscortClient, "Waypoint " .. WayPointID .. " at " .. string.format( "%.2f", Distance ).. "km", self.EscortMenuResumeMission, ESCORT._ResumeMission, { ParamSelf = self, ParamWayPoint = WayPointID } )
-- end
-- end
--
-- return true
end
end
return false

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -53,8 +53,6 @@
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE.
-- Therefore, this class is considered to be deprecated and superseded by the [Functional.Fox](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Fox.html) class, which provides the same functionality.
--

View File

@@ -2052,10 +2052,6 @@ function RAT:_InitAircraft(DCSgroup)
self.aircraft.length=16
self.aircraft.height=5
self.aircraft.width=9
elseif DCStype == "Saab340" then -- <- These lines added
self.aircraft.length=19.73 -- <- These lines added
self.aircraft.height=6.97 -- <- These lines added
self.aircraft.width=21.44 -- <- These lines added
end
self.aircraft.box=math.max(self.aircraft.length,self.aircraft.width)

File diff suppressed because it is too large Load Diff

View File

@@ -78,8 +78,7 @@
-- ### Authors: **FlightControl**
--
-- ### Contributions:
--
-- * **Applevangelist**: Additional functionality, fixes.
--
-- * **Wingthor (TAW)**: Testing & Advice.
-- * **Dutch-Baron (TAW)**: Testing & Advice.
-- * **Whisper**: Testing and Advice.
@@ -117,13 +116,11 @@
-- Special targets can be set that will give extra scores to the players when these are destroyed.
-- Use the methods @{#SCORING.AddUnitScore}() and @{#SCORING.RemoveUnitScore}() to specify a special additional score for a specific @{Wrapper.Unit}s.
-- Use the methods @{#SCORING.AddStaticScore}() and @{#SCORING.RemoveStaticScore}() to specify a special additional score for a specific @{Wrapper.Static}s.
-- Use the method @{#SCORING.AddScoreSetGroup}() to specify a special additional score for a specific @{Wrapper.Group}s gathered in a @{Core.Set#SET_GROUP}.
-- Use the method @{#SCORING.SetGroupGroup}() to specify a special additional score for a specific @{Wrapper.Group}s.
--
-- local Scoring = SCORING:New( "Scoring File" )
-- Scoring:AddUnitScore( UNIT:FindByName( "Unit #001" ), 200 )
-- Scoring:AddStaticScore( STATIC:FindByName( "Static #1" ), 100 )
-- local GroupSet = SET_GROUP:New():FilterPrefixes("RAT"):FilterStart()
-- Scoring:AddScoreSetGroup( GroupSet, 100)
--
-- The above grants an additional score of 200 points for Unit #001 and an additional 100 points of Static #1 if these are destroyed.
-- Note that later in the mission, one can remove these scores set, for example, when the a goal achievement time limit is over.
@@ -229,7 +226,7 @@ SCORING = {
ClassID = 0,
Players = {},
AutoSave = true,
version = "1.18.4"
version = "1.17.1"
}
local _SCORINGCoalition = {
@@ -248,15 +245,13 @@ local _SCORINGCategory = {
--- Creates a new SCORING object to administer the scoring achieved by players.
-- @param #SCORING self
-- @param #string GameName The name of the game. This name is also logged in the CSV score file.
-- @param #string SavePath (Optional) Path where to save the CSV file, defaults to your **<User>\\Saved Games\\DCS\\Logs** folder.
-- @param #boolean AutoSave (Optional) If passed as `false`, then swith autosave off.
-- @return #SCORING self
-- @usage
--
-- -- Define a new scoring object for the mission Gori Valley.
-- ScoringObject = SCORING:New( "Gori Valley" )
--
function SCORING:New( GameName, SavePath, AutoSave )
function SCORING:New( GameName )
-- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() ) -- #SCORING
@@ -319,8 +314,7 @@ function SCORING:New( GameName, SavePath, AutoSave )
end )
-- Create the CSV file.
self.AutoSavePath = SavePath
self.AutoSave = AutoSave or true
self.AutoSave = true
self:OpenCSV( GameName )
return self
@@ -434,31 +428,6 @@ function SCORING:AddScoreGroup( ScoreGroup, Score )
return self
end
--- Specify a special additional score for a @{Core.Set#SET_GROUP}.
-- @param #SCORING self
-- @param Core.Set#SET_GROUP Set The @{Core.Set#SET_GROUP} for which each @{Wrapper.Unit} in each Group a Score is given.
-- @param #number Score The Score value.
-- @return #SCORING
function SCORING:AddScoreSetGroup(Set, Score)
local set = Set:GetSetObjects()
for _,_group in pairs (set) do
if _group and _group:IsAlive() then
self:AddScoreGroup(_group,Score)
end
end
local function AddScore(group)
self:AddScoreGroup(group,Score)
end
function Set:OnAfterAdded(From,Event,To,ObjectName,Object)
AddScore(Object)
end
return self
end
--- Add a @{Core.Zone} to define additional scoring when any object is destroyed in that zone.
-- Note that if a @{Core.Zone} with the same name is already within the scoring added, the @{Core.Zone} (type) and Score will be replaced!
-- This allows for a dynamic destruction zone evolution within your mission.
@@ -1061,11 +1030,11 @@ function SCORING:_EventOnHit( Event )
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
-- After an instant kill we can't compute the threat level anymore. To fix this we compute at OnEventBirth
-- After an instant kill we can't compute the thread level anymore. To fix this we compute at OnEventBirth
if PlayerHit.UNIT.ThreatType == nil then
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
-- if this fails for some reason, set a good default value
if PlayerHit.ThreatType == nil or PlayerHit.ThreatType == "" then
if PlayerHit.ThreatType == nil then
PlayerHit.ThreatLevel = 1
PlayerHit.ThreatType = "Unknown"
end
@@ -1172,7 +1141,7 @@ function SCORING:_EventOnHit( Event )
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
-- After an instant kill we can't compute the threat level anymore. To fix this we compute at OnEventBirth
-- After an instant kill we can't compute the thread level anymore. To fix this we compute at OnEventBirth
if PlayerHit.UNIT.ThreatType == nil then
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
-- if this fails for some reason, set a good default value
@@ -1319,17 +1288,17 @@ function SCORING:_EventOnDeadOrCrash( Event )
TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy + 1
--self:OnKillPvP(PlayerName, TargetPlayerName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty)
self:OnKillPvP(Player, TargetPlayerName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty)
if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
self:OnKillPvP(PlayerName, TargetPlayerName, true)
self:OnKillPvP(Player, TargetPlayerName, true)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
else
self:OnKillPvE(PlayerName, TargetUnitName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty)
self:OnKillPvE(Player, TargetUnitName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly target " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information )
@@ -1357,14 +1326,14 @@ function SCORING:_EventOnDeadOrCrash( Event )
else
Player.PlayerKills = 1
end
self:OnKillPvP(PlayerName, TargetPlayerName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore)
self:OnKillPvP(Player, TargetPlayerName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
else
self:OnKillPvE(PlayerName, TargetUnitName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore)
self:OnKillPvE(Player, TargetUnitName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information )
@@ -1842,11 +1811,10 @@ end
function SCORING:OpenCSV( ScoringCSV )
self:F( ScoringCSV )
if lfs and io and os and self.AutoSave == true then
if lfs and io and os and self.AutoSave then
if ScoringCSV then
self.ScoringCSV = ScoringCSV
local path = self.AutoSavePath or lfs.writedir() .. [[Logs\]]
local fdir = path .. self.ScoringCSV .. " " .. os.date( "%Y-%m-%d %H-%M-%S" ) .. ".csv"
local fdir = lfs.writedir() .. [[Logs\]] .. self.ScoringCSV .. " " .. os.date( "%Y-%m-%d %H-%M-%S" ) .. ".csv"
self.CSVFile, self.err = io.open( fdir, "w+" )
if not self.CSVFile then
@@ -1967,23 +1935,23 @@ end
--- Handles the event when one player kill another player
-- @param #SCORING self
-- @param #string PlayerName The attacking player
-- @param #string TargetPlayerName The name of the killed player
-- @param #boolean IsTeamKill true if this kill was a team kill
-- @param #number TargetThreatLevel Threat level of the target
-- @param #number PlayerThreatLevel Threat level of the player
-- @param #PLAYER Player the ataching player
-- @param #string TargetPlayerName the name of the killed player
-- @param #bool IsTeamKill true if this kill was a team kill
-- @param #number TargetThreatLevel Thread level of the target
-- @param #number PlayerThreatLevelThread level of the player
-- @param #number Score The score based on both threat levels
function SCORING:OnKillPvP(PlayerName, TargetPlayerName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score)
function SCORING:OnKillPvP(Player, TargetPlayerName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score)
end
--- Handles the event when one player kill another player
-- @param #SCORING self
-- @param #string PlayerName The attacking player
-- @param #PLAYER Player the ataching player
-- @param #string TargetUnitName the name of the killed unit
-- @param #boolean IsTeamKill true if this kill was a team kill
-- @param #number TargetThreatLevel Threat level of the target
-- @param #number PlayerThreatLevel Threat level of the player
-- @param #bool IsTeamKill true if this kill was a team kill
-- @param #number TargetThreatLevel Thread level of the target
-- @param #number PlayerThreatLevelThread level of the player
-- @param #number Score The score based on both threat levels
function SCORING:OnKillPvE(PlayerName, TargetUnitName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score)
function SCORING:OnKillPvE(Player, TargetUnitName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score)
end
end

View File

@@ -19,7 +19,7 @@
--
-- ### Authors: **applevangelist**, **FlightControl**
--
-- Last Update: Dec 2024
-- Last Update: Dec 2023
--
-- ===
--
@@ -28,16 +28,6 @@
---
-- @type SEAD
-- @field #string ClassName The Class Name.
-- @field #table TargetSkill Table of target skills.
-- @field #table SEADGroupPrefixes Table of SEAD prefixes.
-- @field #table SuppressedGroups Table of currently suppressed groups.
-- @field #number EngagementRange Engagement Range.
-- @field #number Padding Padding in seconds.
-- @field #function CallBack Callback function for suppression plans.
-- @field #boolean UseCallBack Switch for callback function to be used.
-- @field #boolean debug Debug switch.
-- @field #boolen WeaponTrack Track switch, if true track weapon speed for 30 secs.
-- @extends Core.Base#BASE
--- Make SAM sites execute evasive and defensive behaviour when being fired upon.
@@ -66,11 +56,10 @@ SEAD = {
SEADGroupPrefixes = {},
SuppressedGroups = {},
EngagementRange = 75, -- default 75% engagement range Feature Request #1355
Padding = 15,
Padding = 10,
CallBack = nil,
UseCallBack = false,
debug = false,
WeaponTrack = false,
}
--- Missile enumerators
@@ -80,7 +69,6 @@ SEAD = {
["AGM_122"] = "AGM_122",
["AGM_84"] = "AGM_84",
["AGM_45"] = "AGM_45",
["AGM_65"] = "AGM_65",
["ALARM"] = "ALARM",
["LD-10"] = "LD-10",
["X_58"] = "X_58",
@@ -100,7 +88,6 @@ SEAD = {
-- km and mach
["AGM_88"] = { 150, 3},
["AGM_45"] = { 12, 2},
["AGM_65"] = { 16, 0.9},
["AGM_122"] = { 16.5, 2.3},
["AGM_84"] = { 280, 0.8},
["ALARM"] = { 45, 2},
@@ -157,7 +144,7 @@ function SEAD:New( SEADGroupPrefixes, Padding )
self:AddTransition("*", "ManageEvasion", "*")
self:AddTransition("*", "CalculateHitZone", "*")
self:I("*** SEAD - Started Version 0.4.9")
self:I("*** SEAD - Started Version 0.4.6")
return self
end
@@ -333,6 +320,9 @@ function SEAD:onafterCalculateHitZone(From,Event,To,SEADWeapon,pos0,height,SEADG
end
local seadset = SET_GROUP:New():FilterPrefixes(self.SEADGroupPrefixes):FilterZones({targetzone}):FilterOnce()
local tgtcoord = targetzone:GetRandomPointVec2()
--if tgtcoord and tgtcoord.ClassName == "COORDINATE" then
--local tgtgrp = seadset:FindNearestGroupFromPointVec2(tgtcoord)
local tgtgrp = seadset:GetRandom()
local _targetgroup = nil
local _targetgroupname = "none"
@@ -384,7 +374,7 @@ function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADP
reach = wpndata[1] * 1.1
local mach = wpndata[2]
wpnspeed = math.floor(mach * 340.29)
if Weapon and Weapon:GetSpeed() > 0 then
if Weapon then
wpnspeed = Weapon:GetSpeed()
self:T(string.format("*** SEAD - Weapon Speed from WEAPON: %f m/s",wpnspeed))
end
@@ -465,38 +455,29 @@ end
-- @return #SEAD self
function SEAD:HandleEventShot( EventData )
self:T( { EventData.id } )
local SEADPlane = EventData.IniUnit -- Wrapper.Unit#UNIT
local SEADGroup = EventData.IniGroup -- Wrapper.Group#GROUP
local SEADPlanePos = SEADPlane:GetCoordinate() -- Core.Point#COORDINATE
local SEADUnit = EventData.IniDCSUnit
local SEADUnitName = EventData.IniDCSUnitName
local SEADWeapon = EventData.Weapon -- Identify the weapon fired
local SEADWeaponName = EventData.WeaponName or "None" -- return weapon type
if self:_CheckHarms(SEADWeaponName) then
--UTILS.PrintTableToLog(EventData)
local SEADPlane = EventData.IniUnit -- Wrapper.Unit#UNIT
if not SEADPlane then return self end -- case IniUnit is empty
local SEADGroup = EventData.IniGroup -- Wrapper.Group#GROUP
local SEADPlanePos = SEADPlane:GetCoordinate() -- Core.Point#COORDINATE
local SEADUnit = EventData.IniDCSUnit
local SEADUnitName = EventData.IniDCSUnitName
local WeaponWrapper = WEAPON:New(EventData.Weapon) -- Wrapper.Weapon#WEAPON
self:T( "*** SEAD - Missile Launched = " .. SEADWeaponName)
local SEADWeaponName = EventData.WeaponName -- return weapon type
local WeaponWrapper = WEAPON:New(EventData.Weapon)
--local SEADWeaponSpeed = WeaponWrapper:GetSpeed() -- mps
self:T( "*** SEAD - Missile Launched = " .. SEADWeaponName)
--self:T({ SEADWeapon })
if self:_CheckHarms(SEADWeaponName) then
self:T( '*** SEAD - Weapon Match' )
if self.WeaponTrack == true then
WeaponWrapper:SetFuncTrack(function(weapon) env.info(string.format("*** Weapon Speed: %d m/s",weapon:GetSpeed() or -1)) end)
WeaponWrapper:StartTrack(0.1)
WeaponWrapper:StopTrack(30)
end
local _targetskill = "Random"
local _targetgroupname = "none"
local _target = EventData.Weapon:getTarget() -- Identify target
if not _target or self.debug then -- AGM-88 or 154 w/o target data
self:E("***** SEAD - No target data for " .. (SEADWeaponName or "None"))
if string.find(SEADWeaponName,"AGM_88",1,true) or string.find(SEADWeaponName,"AGM_154",1,true) then
self:T("**** Tracking AGM-88/154 with no target data.")
self:I("**** Tracking AGM-88/154 with no target data.")
local pos0 = SEADPlane:GetCoordinate()
local fheight = SEADPlane:GetHeight()
self:__CalculateHitZone(20,SEADWeapon,pos0,fheight,SEADGroup,SEADWeaponName)
@@ -542,7 +523,7 @@ function SEAD:HandleEventShot( EventData )
end
if SEADGroupFound == true then -- yes we are being attacked
if string.find(SEADWeaponName,"ADM_141",1,true) then
self:__ManageEvasion(2,_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,2,WeaponWrapper)
self:__ManageEvasion(2,_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,0,WeaponWrapper)
else
self:ManageEvasion(_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,0,WeaponWrapper)
end

View File

@@ -21,7 +21,7 @@
-- @image Functional.Shorad.jpg
--
-- Date: Nov 2021
-- Last Update: Jan 2025
-- Last Update: Nov 2023
-------------------------------------------------------------------------
--- **SHORAD** class, extends Core.Base#BASE
@@ -113,7 +113,7 @@ SHORAD = {
SkateNumber = 3,
SkateZones = nil,
minscootdist = 100,
maxscootdist = 3000,
minscootdist = 3000,
scootrandomcoord = false,
}
@@ -443,9 +443,7 @@ do
for _,_groups in pairs (shoradset) do
local groupname = _groups:GetName()
if string.find(groupname, tgtgrp, 1, true) then
if _groups:IsSAM() then
returnname = true
end
returnname = true
end
end
return returnname
@@ -472,7 +470,6 @@ do
-- @param #number Radius Radius of the #ZONE
-- @param #number ActiveTimer Number of seconds to stay active
-- @param #number TargetCat (optional) Category, i.e. Object.Category.UNIT or Object.Category.STATIC
-- @param #boolean ShotAt If true, function is called after a shot
-- @return #SHORAD self
-- @usage Use this function to integrate with other systems, example
--
@@ -482,7 +479,7 @@ do
-- mymantis = MANTIS:New("BlueMantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")
-- mymantis:AddShorad(myshorad,720)
-- mymantis:Start()
function SHORAD:onafterWakeUpShorad(From, Event, To, TargetGroup, Radius, ActiveTimer, TargetCat, ShotAt)
function SHORAD:onafterWakeUpShorad(From, Event, To, TargetGroup, Radius, ActiveTimer, TargetCat)
self:T(self.lid .. " WakeUpShorad")
self:T({TargetGroup, Radius, ActiveTimer, TargetCat})
local targetcat = TargetCat or Object.Category.UNIT
@@ -524,27 +521,7 @@ do
-- go through set and find the one(s) to activate
local TDiff = 4
for _,_group in pairs (shoradset) do
local groupname = _group:GetName()
if groupname == TargetGroup and ShotAt==true then
-- Shot at a SHORAD group
if self.UseEmOnOff then
_group:EnableEmission(false)
end
_group:OptionAlarmStateGreen()
self.ActiveGroups[groupname] = nil
local text = string.format("Shot at SHORAD %s! Evading!", _group:GetName())
self:T(text)
local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
--Shoot and Scoot
if self.shootandscoot then
self:__ShootAndScoot(1,_group)
end
elseif _group:IsAnyInZone(targetzone) or groupname == TargetGroup then
-- shot at a group we protect
if _group:IsAnyInZone(targetzone) then
local text = string.format("Waking up SHORAD %s", _group:GetName())
self:T(text)
local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
@@ -552,6 +529,7 @@ do
_group:EnableEmission(true)
end
_group:OptionAlarmStateRed()
local groupname = _group:GetName()
if self.ActiveGroups[groupname] == nil then -- no timer yet for this group
self.ActiveGroups[groupname] = { Timing = ActiveTimer }
local endtime = timer.getTime() + (ActiveTimer * math.random(75,100) / 100 ) -- randomize wakeup a bit
@@ -629,7 +607,7 @@ do
_targetgroupname = tgtgrp:GetName() -- group name
_targetskill = tgtgrp:GetUnit(1):GetSkill()
self:T("*** Found Target = ".. _targetgroupname)
self:WakeUpShorad(_targetgroupname, self.Radius, self.ActiveTimer, Object.Category.UNIT,true)
self:WakeUpShorad(_targetgroupname, self.Radius, self.ActiveTimer, Object.Category.UNIT)
end
end
end
@@ -758,7 +736,7 @@ do
-- if being shot at, find closest SHORADs to activate
if shotatsams or shotatus then
self:T({shotatsams=shotatsams,shotatus=shotatus})
self:WakeUpShorad(targetgroupname, self.Radius, self.ActiveTimer, targetcat, true)
self:WakeUpShorad(targetgroupname, self.Radius, self.ActiveTimer, targetcat)
end
end
end

View File

@@ -1629,7 +1629,7 @@ WAREHOUSE = {
-- @field #boolean arrived If true, asset arrived at its destination.
--
-- @field #number damage Damage of asset group in percent.
-- @field Ops.Airwing#AIRWING.Payload payload The payload of the asset.
-- @field Ops.AirWing#AIRWING.Payload payload The payload of the asset.
-- @field Ops.OpsGroup#OPSGROUP flightgroup The flightgroup object.
-- @field Ops.Cohort#COHORT cohort The cohort this asset belongs to.
-- @field Ops.Legion#LEGION legion The legion this asset belonts to.
@@ -3153,7 +3153,7 @@ end
-- @param #WAREHOUSE self
-- @return Core.Point#COORDINATE The coordinate of the warehouse.
function WAREHOUSE:GetCoordinate()
return self.warehouse:GetCoord()
return self.warehouse:GetCoordinate()
end
--- Get 3D vector of warehouse static.
@@ -3414,7 +3414,7 @@ end
-- FSM states
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after Start event. Starts the warehouse. Adds event handlers and schedules status updates of reqests and queue.
--- On after Start event. Starts the warehouse. Addes event handlers and schedules status updates of reqests and queue.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
@@ -3595,7 +3595,6 @@ function WAREHOUSE:onafterStatus(From, Event, To)
local Trepair=self:GetRunwayRepairtime()
self:I(self.lid..string.format("Runway destroyed! Will be repaired in %d sec", Trepair))
if Trepair==0 then
self.runwaydestroyed = nil
self:RunwayRepaired()
end
end
@@ -5393,8 +5392,7 @@ function WAREHOUSE:onafterRunwayDestroyed(From, Event, To)
self:_InfoMessage(text)
self.runwaydestroyed=timer.getAbsTime()
return self
end
--- On after "RunwayRepaired" event.
@@ -5409,8 +5407,7 @@ function WAREHOUSE:onafterRunwayRepaired(From, Event, To)
self:_InfoMessage(text)
self.runwaydestroyed=nil
return self
end
@@ -6047,7 +6044,7 @@ function WAREHOUSE:_SpawnAssetAircraft(alias, asset, request, parking, uncontrol
else
if parking and #parking<#template.units and not airstart then
if #parking<#template.units and not airstart then
local text=string.format("ERROR: Not enough parking! Free parking = %d < %d aircraft to be spawned.", #parking, #template.units)
self:_DebugMessage(text)
return nil
@@ -6089,7 +6086,7 @@ function WAREHOUSE:_SpawnAssetAircraft(alias, asset, request, parking, uncontrol
terminal=parking[i].TerminalID
end
if self.Debug and terminal then
if self.Debug then
local text=string.format("Spawnplace unit %s terminal %d.", unit.name, terminal)
coord:MarkToAll(text)
env.info(text)
@@ -6732,7 +6729,7 @@ end
-- @param Wrapper.Group#GROUP deadgroup Group of unit that died.
-- @param #WAREHOUSE.Pendingitem request Request that needs to be updated.
function WAREHOUSE:_UnitDead(deadunit, deadgroup, request)
--self:F(self.lid.."FF unit dead "..deadunit:GetName())
self:F(self.lid.."FF unit dead "..deadunit:GetName())
-- Find opsgroup.
local opsgroup=_DATABASE:FindOpsGroup(deadgroup)
@@ -6893,7 +6890,7 @@ function WAREHOUSE:_CheckConquered()
for _,_unit in pairs(units) do
local unit=_unit --Wrapper.Unit#UNIT
local distance=coord:Get2DDistance(unit:GetCoord())
local distance=coord:Get2DDistance(unit:GetCoordinate())
-- Filter only alive groud units. Also check distance again, because the scan routine might give some larger distances.
if unit:IsGround() and unit:IsAlive() and distance <= radius then
@@ -7946,12 +7943,10 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets)
local clients=_DATABASE.CLIENTS
for clientname, client in pairs(clients) do
local template=_DATABASE:GetGroupTemplateFromUnitName(clientname)
if template then
local units=template.units
for i,unit in pairs(units) do
local coord=COORDINATE:New(unit.x, unit.alt, unit.y)
coords[unit.name]=coord
end
local units=template.units
for i,unit in pairs(units) do
local coord=COORDINATE:New(unit.x, unit.alt, unit.y)
coords[unit.name]=coord
end
end
end
@@ -8122,11 +8117,9 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets)
-- Debug output for occupied spots.
if self.Debug then
local coord=problem.coord --Core.Point#COORDINATE
if coord then
local text=string.format("Obstacle %s [type=%s] blocking spot=%d! Size=%.1f m and distance=%.1f m.", problem.name, problem.type, _termid, problem.size, problem.dist)
self:I(self.lid..text)
coord:MarkToAll(text)
end
local text=string.format("Obstacle %s [type=%s] blocking spot=%d! Size=%.1f m and distance=%.1f m.", problem.name, problem.type, _termid, problem.size, problem.dist)
self:I(self.lid..text)
coord:MarkToAll(string.format(text))
else
self:T(self.lid..string.format("Parking spot %d is occupied or not big enough!", _termid))
end
@@ -8435,14 +8428,12 @@ function WAREHOUSE:_GetAttribute(group)
local attribute=WAREHOUSE.Attribute.OTHER_UNKNOWN --#WAREHOUSE.Attribute
if group then
local groupCat=group:GetCategory()
-----------
--- Air ---
-----------
-- Planes
local transportplane=group:HasAttribute("Transports") and group:HasAttribute("Planes") and groupCat==Group.Category.AIRPLANE
local transportplane=group:HasAttribute("Transports") and group:HasAttribute("Planes")
local awacs=group:HasAttribute("AWACS")
local fighter=group:HasAttribute("Fighters") or group:HasAttribute("Interceptors") or group:HasAttribute("Multirole fighters") or (group:HasAttribute("Bombers") and not group:HasAttribute("Strategic bombers"))
local bomber=group:HasAttribute("Strategic bombers")
@@ -8597,6 +8588,7 @@ end
-- @param #WAREHOUSE.Queueitem qitem Item of queue to be removed.
-- @param #table queue The queue from which the item should be deleted.
function WAREHOUSE:_DeleteQueueItem(qitem, queue)
self:F({qitem=qitem, queue=queue})
for i=1,#queue do
local _item=queue[i] --#WAREHOUSE.Queueitem

View File

@@ -7,8 +7,6 @@
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--

View File

@@ -10,7 +10,7 @@ _SCHEDULEDISPATCHER = SCHEDULEDISPATCHER:New() -- Core.ScheduleDispatcher#SCHEDU
_DATABASE = DATABASE:New() -- Core.Database#DATABASE
--- Settings
_SETTINGS = SETTINGS:Set() -- Core.Settings#SETTINGS
_SETTINGS = SETTINGS:Set()
_SETTINGS:SetPlayerMenuOn()
--- Register cargos.

View File

@@ -1,6 +1,8 @@
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Enums.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Utils.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Profiler.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Templates.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/STTS.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/FiFo.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Socket.lua' )
@@ -46,7 +48,6 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Marker.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Weapon.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Net.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Storage.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/DynamicCargo.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Cargo/Cargo.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Cargo/CargoUnit.lua' )
@@ -76,7 +77,6 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Warehouse.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Fox.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Mantis.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Shorad.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/ClientWatch.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Airboss.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/RecoveryTanker.lua' )
@@ -122,14 +122,6 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Route.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Account.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Assist.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/ShapeBase.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Circle.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Cube.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Line.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Oval.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Polygon.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Triangle.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/UserSound.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/SoundOutput.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/Radio.lua' )

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -30,8 +30,8 @@
-- @module Ops.CSAR
-- @image OPS_CSAR.jpg
---
-- Last Update May 2025
-- Date: May 2023
-- Last: Update Dec 2024
-------------------------------------------------------------------------
--- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM
@@ -41,7 +41,6 @@
-- @field #string lid Class id string for output to DCS log file.
-- @field #number coalition Coalition side number, e.g. `coalition.side.RED`.
-- @field Core.Set#SET_GROUP allheligroupset Set of CSAR heli groups.
-- @field Core.Set#SET_GROUP UserSetGroup Set of CSAR heli groups as designed by the mission designer (if any set).
-- @extends Core.Fsm#FSM
--- *Combat search and rescue (CSAR) are search and rescue operations that are carried out during war that are within or near combat zones.* (Wikipedia)
@@ -92,7 +91,7 @@
-- mycsar.immortalcrew = true -- Set to true to make wounded crew immortal.
-- mycsar.invisiblecrew = false -- Set to true to make wounded crew insvisible.
-- mycsar.loadDistance = 75 -- configure distance for pilots to get into helicopter in meters.
-- mycsar.mashprefix = {"MASH"} -- prefixes of #GROUP objects used as MASHes. Will also try to add ZONE and STATIC objects with this prefix once at startup.
-- mycsar.mashprefix = {"MASH"} -- prefixes of #GROUP objects used as MASHes.
-- mycsar.max_units = 6 -- max number of pilots that can be carried if #CSAR.AircraftType is undefined.
-- mycsar.messageTime = 15 -- Time to show messages for in seconds. Doubled for long messages.
-- mycsar.radioSound = "beacon.ogg" -- the name of the sound file to use for the pilots\' radio beacons.
@@ -117,20 +116,11 @@
-- mycsar.topmenuname = "CSAR" -- set the menu entry name
-- mycsar.ADFRadioPwr = 1000 -- ADF Beacons sending with 1KW as default
-- mycsar.PilotWeight = 80 -- Loaded pilots weigh 80kgs each
-- mycsar.AllowIRStrobe = false -- Allow a menu item to request an IR strobe to find a downed pilot at night (requires NVGs to see it).
-- mycsar.IRStrobeRuntime = 300 -- If an IR Strobe is activated, it runs for 300 seconds (5 mins).
--
-- ## 2.1 Create own SET_GROUP to manage CTLD Pilot groups
--
-- -- Parameter: Set The SET_GROUP object created by the mission designer/user to represent the CSAR pilot groups.
-- -- Needs to be set before starting the CSAR instance.
-- local myset = SET_GROUP:New():FilterPrefixes("Helikopter"):FilterCoalitions("red"):FilterStart()
-- mycsar:SetOwnSetPilotGroups(myset)
--
-- ## 2.2 SRS Features and Other Features
-- ## 2.1 SRS Features and Other Features
--
-- mycsar.useSRS = false -- Set true to use FF\'s SRS integration
-- mycsar.SRSPath = "C:\\Progra~1\\DCS-SimpleRadio-Standalone\\ExternalAudio\\" -- adjust your own path in your SRS installation -- server(!)
-- mycsar.SRSPath = "C:\\Progra~1\\DCS-SimpleRadio-Standalone\\" -- adjust your own path in your SRS installation -- server(!)
-- mycsar.SRSchannel = 300 -- radio channel
-- mycsar.SRSModulation = radio.modulation.AM -- modulation
-- mycsar.SRSport = 5002 -- and SRS Server port
@@ -146,7 +136,6 @@
-- mycsar.csarUsePara = false -- If set to true, will use the LandingAfterEjection Event instead of Ejection. Requires mycsar.enableForAI to be set to true. --shagrat
-- mycsar.wetfeettemplate = "man in floating thingy" -- if you use a mod to have a pilot in a rescue float, put the template name in here for wet feet spawns. Note: in conjunction with csarUsePara this might create dual ejected pilots in edge cases.
-- mycsar.allowbronco = false -- set to true to use the Bronco mod as a CSAR plane
-- mycsar.CreateRadioBeacons = true -- set to false to disallow creating ADF radio beacons.
--
-- ## 3. Results
--
@@ -263,15 +252,10 @@ CSAR = {
rescuedpilots = 0,
limitmaxdownedpilots = true,
maxdownedpilots = 10,
useFIFOLimitReplacement = false, -- If true, it will remove the oldest downed pilot when a new one is added, if the limit is reached.
allheligroupset = nil,
topmenuname = "CSAR",
ADFRadioPwr = 1000,
PilotWeight = 80,
CreateRadioBeacons = true,
UserSetGroup = nil,
AllowIRStrobe = false,
IRStrobeRuntime = 300,
}
--- Downed pilots info.
@@ -288,7 +272,6 @@ CSAR = {
-- @field #number timestamp Timestamp for approach process.
-- @field #boolean alive Group is alive or dead/rescued.
-- @field #boolean wetfeet Group is spawned over (deep) water.
-- @field #string BeaconName Name of radio beacon - if any.
--- All slot / Limit settings
-- @type CSAR.AircraftType
@@ -307,14 +290,10 @@ CSAR.AircraftType["Bell-47"] = 2
CSAR.AircraftType["UH-60L"] = 10
CSAR.AircraftType["AH-64D_BLK_II"] = 2
CSAR.AircraftType["Bronco-OV-10A"] = 2
CSAR.AircraftType["MH-60R"] = 10
CSAR.AircraftType["OH-6A"] = 2
CSAR.AircraftType["OH58D"] = 2
CSAR.AircraftType["CH-47Fbl1"] = 31
--- CSAR class version.
-- @field #string version
CSAR.version="1.0.33"
CSAR.version="1.0.19"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
@@ -469,24 +448,21 @@ function CSAR:New(Coalition, Template, Alias)
-- added 1.0.15
self.allowbronco = false -- set to true to use the Bronco mod as a CSAR plane
self.ADFRadioPwr = 500
self.ADFRadioPwr = 1000
-- added 1.0.16
self.PilotWeight = 80
-- Own SET_GROUP if any
self.UserSetGroup = nil
-- WARNING - here\'ll be dragons
-- for this to work you need to de-sanitize your mission environment in <DCS root>\Scripts\MissionScripting.lua
-- needs SRS => 1.9.6 to work (works on the *server* side)
self.useSRS = false -- Use FF\'s SRS integration
self.SRSPath = "E:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio" -- adjust your own path in your server(!)
self.SRSPath = "E:\\Program Files\\DCS-SimpleRadio-Standalone" -- adjust your own path in your server(!)
self.SRSchannel = 300 -- radio channel
self.SRSModulation = radio.modulation.AM -- modulation
self.SRSport = 5002 -- port
self.SRSCulture = "en-GB"
self.SRSVoice = MSRS.Voices.Google.Standard.en_GB_Standard_B
self.SRSVoice = nil
self.SRSGPathToCredentials = nil
self.SRSVolume = 1.0 -- volume 0.0 to 1.0
self.SRSGender = "male" -- male or female
@@ -654,7 +630,7 @@ end
-- @param #string Playername Name of Player (if applicable)
-- @param #boolean Wetfeet Ejected over water
-- @return #CSAR self.
function CSAR:_CreateDownedPilotTrack(Group,Groupname,Side,OriginalUnit,Description,Typename,Frequency,Playername,Wetfeet,BeaconName)
function CSAR:_CreateDownedPilotTrack(Group,Groupname,Side,OriginalUnit,Description,Typename,Frequency,Playername,Wetfeet)
self:T({"_CreateDownedPilotTrack",Groupname,Side,OriginalUnit,Description,Typename,Frequency,Playername})
-- create new entry
@@ -662,7 +638,7 @@ function CSAR:_CreateDownedPilotTrack(Group,Groupname,Side,OriginalUnit,Descript
DownedPilot.desc = Description or ""
DownedPilot.frequency = Frequency or 0
DownedPilot.index = self.downedpilotcounter
DownedPilot.name = Groupname or Playername or ""
DownedPilot.name = Groupname or ""
DownedPilot.originalUnit = OriginalUnit or ""
DownedPilot.player = Playername or ""
DownedPilot.side = Side or 0
@@ -671,7 +647,6 @@ function CSAR:_CreateDownedPilotTrack(Group,Groupname,Side,OriginalUnit,Descript
DownedPilot.timestamp = 0
DownedPilot.alive = true
DownedPilot.wetfeet = Wetfeet or false
DownedPilot.BeaconName = BeaconName
-- Add Pilot
local PilotTable = self.downedPilots
@@ -758,6 +733,7 @@ function CSAR:_SpawnPilotInField(country,point,frequency,wetfeet)
:NewWithAlias(template,alias)
:InitCoalition(coalition)
:InitCountry(country)
:InitAIOnOff(pilotcacontrol)
:InitDelayOff()
:SpawnFromCoordinate(point)
@@ -810,8 +786,6 @@ end
-- @param #boolean noMessage
-- @param #string _description Description
-- @param #boolean forcedesc Use the description only for the pilot track entry
-- @return Wrapper.Group#GROUP PilotInField Pilot GROUP object
-- @return #string AliasName Alias display name
function CSAR:_AddCsar(_coalition , _country, _point, _typeName, _unitName, _playerName, _freq, noMessage, _description, forcedesc )
self:T(self.lid .. " _AddCsar")
self:T({_coalition , _country, _point, _typeName, _unitName, _playerName, _freq, noMessage, _description})
@@ -841,18 +815,8 @@ function CSAR:_AddCsar(_coalition , _country, _point, _typeName, _unitName, _pla
end
end
local BeaconName
if _playerName then
BeaconName = _playerName..math.random(1,10000)
elseif _unitName then
BeaconName = _unitName..math.random(1,10000)
else
BeaconName = "Ghost-1-1"..math.random(1,10000)
end
if (_freq and _freq ~= 0) then --shagrat only add beacon if _freq is NOT 0
self:_AddBeaconToGroup(_spawnedGroup, _freq, BeaconName)
self:_AddBeaconToGroup(_spawnedGroup, _freq)
end
self:_AddSpecialOptions(_spawnedGroup)
@@ -877,11 +841,11 @@ function CSAR:_AddCsar(_coalition , _country, _point, _typeName, _unitName, _pla
local _GroupName = _spawnedGroup:GetName() or _alias
self:_CreateDownedPilotTrack(_spawnedGroup,_GroupName,_coalition,_unitName,_text,_typeName,_freq,_playerName,wetfeet,BeaconName)
self:_CreateDownedPilotTrack(_spawnedGroup,_GroupName,_coalition,_unitName,_text,_typeName,_freq,_playerName,wetfeet)
self:_InitSARForPilot(_spawnedGroup, _unitName, _freq, noMessage, _playerName) --shagrat use unitName to have the aircraft callsign / descriptive "name" etc.
return _spawnedGroup, _alias
return self
end
--- (Internal) Function to add a CSAR object into the scene at a zone coordinate. For mission designers wanting to add e.g. PoWs to the scene.
@@ -995,6 +959,7 @@ end
-- @param Core.Point#COORDINATE Point
-- @param #number Coalition Coalition.
-- @param #string Description (optional) Description.
-- @param #boolean addBeacon (optional) yes or no.
-- @param #boolean Nomessage (optional) If true, don\'t send a message to SAR.
-- @param #string Unitname (optional) Name of the lost unit.
-- @param #string Typename (optional) Type of plane.
@@ -1145,38 +1110,7 @@ function CSAR:_EventHandler(EventData)
self:T("Double Ejection!")
return self
end
local initdcscoord = nil
local initcoord = nil
if _event.id == EVENTS.Ejection then
initdcscoord = _event.TgtDCSUnit:getPoint()
initcoord = COORDINATE:NewFromVec3(initdcscoord)
self:T({initdcscoord})
else
initdcscoord = _event.IniDCSUnit:getPoint()
initcoord = COORDINATE:NewFromVec3(initdcscoord)
self:T({initdcscoord})
end
-- Remove downed pilot if already exists to replace with new one.
if _event.IniPlayerName then
local PilotTable = self.downedPilots --#CSAR.DownedPilot
local _foundPilot = nil
for _,_pilot in pairs(PilotTable) do
if _pilot.player == _event.IniPlayerName and _pilot.alive == true then
_foundPilot = _pilot
break
end
end
if _foundPilot then
self:T("Downed pilot already exists!")
_foundPilot.group:Destroy(false)
self:_RemoveNameFromDownedPilots(_foundPilot.name)
self:_CheckDownedPilotTable()
end
end
-- limit no of pilots in the field.
if self.limitmaxdownedpilots and self:_ReachedPilotLimit() then
self:T("Maxed Downed Pilot!")
@@ -1189,6 +1123,18 @@ function CSAR:_EventHandler(EventData)
local wetfeet = false
local initdcscoord = nil
local initcoord = nil
if _event.id == EVENTS.Ejection then
initdcscoord = _event.TgtDCSUnit:getPoint()
initcoord = COORDINATE:NewFromVec3(initdcscoord)
self:T({initdcscoord})
else
initdcscoord = _event.IniDCSUnit:getPoint()
initcoord = COORDINATE:NewFromVec3(initdcscoord)
self:T({initdcscoord})
end
--local surface = _unit:GetCoordinate():GetSurfaceType()
local surface = initcoord:GetSurfaceType()
@@ -1243,7 +1189,7 @@ function CSAR:_EventHandler(EventData)
if _place:GetCoalition() == self.coalition or _place:GetCoalition() == coalition.side.NEUTRAL then
self:__Landed(2,_event.IniUnitName, _place)
self:_ScheduledSARFlight(_event.IniUnitName,_event.IniGroupName,true,true)
self:_ScheduledSARFlight(_event.IniUnitName,_event.IniGroupName,true)
else
self:T(string.format("Airfield %d, Unit %d", _place:GetCoalition(), _unit:GetCoalition()))
end
@@ -1291,24 +1237,10 @@ function CSAR:_InitSARForPilot(_downedGroup, _GroupName, _freq, _nomessage, _pla
if not _nomessage then
if _freq ~= 0 then --shagrat
local _text = string.format("%s requests SAR at %s, beacon at %.2f KHz", _groupName, _coordinatesText, _freqk)--shagrat _groupName to prevent 'f15_Pilot_Parachute'
if self.coordtype ~= 2 then --not MGRS
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime)
else
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime,false,true)
local coordtext = UTILS.MGRSStringToSRSFriendly(_coordinatesText,true)
local _text = string.format("%s requests SAR at %s, beacon at %.2f kilo hertz", _groupName, coordtext, _freqk)
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime,true,false)
end
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime)
else --shagrat CASEVAC msg
local _text = string.format("Pickup Zone at %s.", _coordinatesText )
if self.coordtype ~= 2 then --not MGRS
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime)
else
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime,false,true)
local coordtext = UTILS.MGRSStringToSRSFriendly(_coordinatesText,true)
local _text = string.format("Pickup Zone at %s.", coordtext )
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime,true,false)
end
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime)
end
end
@@ -1596,7 +1528,7 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
local _reset = true
if (_distance < 500) then
self:T(self.lid .. "[Pickup Debug] Helo closer than 500m: ".._lookupKeyHeli)
if self.heliCloseMessage[_lookupKeyHeli] == nil then
if self.autosmoke == true then
self:_DisplayMessageToSAR(_heliUnit, string.format("%s: %s. You\'re close now! Land or hover at the smoke.", self:_GetCustomCallSign(_heliName), _pilotName), self.messageTime,false,true)
@@ -1605,16 +1537,14 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
end
self.heliCloseMessage[_lookupKeyHeli] = true
end
self:T(self.lid .. "[Pickup Debug] Checking landed vs Hover for ".._lookupKeyHeli)
-- have we landed close enough?
if not _heliUnit:InAir() then
self:T(self.lid .. "[Pickup Debug] Helo landed: ".._lookupKeyHeli)
if self.pilotRuntoExtractPoint == true then
if (_distance < self.extractDistance) then
local _time = self.landedStatus[_lookupKeyHeli]
self:T(self.lid .. "[Pickup Debug] Check pilot running or arrived ".._lookupKeyHeli)
if _time == nil then
self:T(self.lid .. "[Pickup Debug] Pilot running not arrived yet ".._lookupKeyHeli)
self.landedStatus[_lookupKeyHeli] = math.floor( (_distance - self.loadDistance) / 3.6 )
_time = self.landedStatus[_lookupKeyHeli]
_woundedGroup:OptionAlarmStateGreen()
@@ -1625,15 +1555,11 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
self.landedStatus[_lookupKeyHeli] = _time
end
--if _time <= 0 or _distance < self.loadDistance then
self:T(self.lid .. "[Pickup Debug] Pilot close enough? ".._lookupKeyHeli)
if _distance < self.loadDistance + 5 or _distance <= 13 then
self:T(self.lid .. "[Pickup Debug] Pilot close enough - YES ".._lookupKeyHeli)
if self.pilotmustopendoors and (self:_IsLoadingDoorOpen(_heliName) == false) then
self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me in!", self.messageTime, true, true)
self:T(self.lid .. "[Pickup Debug] Door closed, try again next loop ".._lookupKeyHeli)
return false
else
self:T(self.lid .. "[Pickup Debug] Pick up Pilot ".._lookupKeyHeli)
self.landedStatus[_lookupKeyHeli] = nil
self:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName)
return true
@@ -1641,32 +1567,28 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
end
end
else
self:T(self.lid .. "[Pickup Debug] Helo landed, pilot NOT set to run to helo ".._lookupKeyHeli)
if (_distance < self.loadDistance) then
self:T(self.lid .. "[Pickup Debug] Helo close enough, door check ".._lookupKeyHeli)
if self.pilotmustopendoors and (self:_IsLoadingDoorOpen(_heliName) == false) then
self:T(self.lid .. "[Pickup Debug] Door closed, try again next loop ".._lookupKeyHeli)
self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me in!", self.messageTime, true, true)
return false
else
self:T(self.lid .. "[Pickup Debug] Pick up Pilot ".._lookupKeyHeli)
self:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName)
return true
end
end
end
else
self:T(self.lid .. "[Pickup Debug] Helo hovering".._lookupKeyHeli)
local _unitsInHelicopter = self:_PilotsOnboard(_heliName)
local _maxUnits = self.AircraftType[_heliUnit:GetTypeName()]
if _maxUnits == nil then
_maxUnits = self.max_units
end
self:T(self.lid .. "[Pickup Debug] Check capacity and close enough for winching ".._lookupKeyHeli)
if _heliUnit:InAir() and _unitsInHelicopter + 1 <= _maxUnits then
-- DONE - make variable
if _distance < self.rescuehoverdistance then
self:T(self.lid .. "[Pickup Debug] Helo hovering close enough ".._lookupKeyHeli)
--check height!
local leaderheight = _woundedLeader:GetHeight()
if leaderheight < 0 then leaderheight = 0 end
@@ -1674,7 +1596,7 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
-- DONE - make variable
if _height <= self.rescuehoverheight then
self:T(self.lid .. "[Pickup Debug] Helo hovering low enough ".._lookupKeyHeli)
local _time = self.hoverStatus[_lookupKeyHeli]
if _time == nil then
@@ -1684,28 +1606,22 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
_time = self.hoverStatus[_lookupKeyHeli] - 10
self.hoverStatus[_lookupKeyHeli] = _time
end
self:T(self.lid .. "[Pickup Debug] Check hover timer ".._lookupKeyHeli)
if _time > 0 then
self:T(self.lid .. "[Pickup Debug] Helo hovering not long enough ".._lookupKeyHeli)
self:_DisplayMessageToSAR(_heliUnit, "Hovering above " .. _pilotName .. ". \n\nHold hover for " .. _time .. " seconds to winch them up. \n\nIf the countdown stops you\'re too far away!", self.messageTime, true)
else
self:T(self.lid .. "[Pickup Debug] Helo hovering long enough - door check ".._lookupKeyHeli)
if self.pilotmustopendoors and (self:_IsLoadingDoorOpen(_heliName) == false) then
self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me in!", self.messageTime, true, true)
self:T(self.lid .. "[Pickup Debug] Door closed, try again next loop ".._lookupKeyHeli)
return false
else
self.hoverStatus[_lookupKeyHeli] = nil
self:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName)
self:T(self.lid .. "[Pickup Debug] Pilot picked up ".._lookupKeyHeli)
return true
end
end
_reset = false
else
self:T(self.lid .. "[Pickup Debug] Helo hovering too high ".._lookupKeyHeli)
self:_DisplayMessageToSAR(_heliUnit, "Too high to winch " .. _pilotName .. " \nReduce height and hover for 10 seconds!", self.messageTime, true,true)
self:T(self.lid .. "[Pickup Debug] Hovering too high, try again next loop ".._lookupKeyHeli)
return false
end
end
@@ -1730,8 +1646,7 @@ end
-- @param #string heliname Heli name
-- @param #string groupname Group name
-- @param #boolean isairport If true, EVENT.Landing took place at an airport or FARP
-- @param #boolean noreschedule If true, do not try to reschedule this is distances are not ok (coming from landing event)
function CSAR:_ScheduledSARFlight(heliname,groupname, isairport, noreschedule)
function CSAR:_ScheduledSARFlight(heliname,groupname, isairport)
self:T(self.lid .. " _ScheduledSARFlight")
self:T({heliname,groupname})
local _heliUnit = self:_GetSARHeli(heliname)
@@ -1751,29 +1666,20 @@ function CSAR:_ScheduledSARFlight(heliname,groupname, isairport, noreschedule)
local _dist = self:_GetClosestMASH(_heliUnit)
if _dist == -1 then
self:T(self.lid.."[Drop off debug] Check distance to MASH for "..heliname.." Distance can not be determined!")
return
return
end
self:T(self.lid.."[Drop off debug] Check distance to MASH for "..heliname.." Distance km: "..math.floor(_dist/1000))
if ( _dist < self.FARPRescueDistance or isairport ) and _heliUnit:InAir() == false then
self:T(self.lid.."[Drop off debug] Distance ok, door check")
if self.pilotmustopendoors and self:_IsLoadingDoorOpen(heliname) == false then
self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me out!", self.messageTime, true, true)
self:T(self.lid.."[Drop off debug] Door closed, try again next loop")
else
self:T(self.lid.."[Drop off debug] Rescued!")
self:_RescuePilots(_heliUnit)
return
end
end
--queue up
if not noreschedule then
self:__Returning(5,heliname,_woundedGroupName, isairport)
self:ScheduleOnce(5,self._ScheduledSARFlight,self,heliname,groupname, isairport, noreschedule)
end
self:__Returning(-5,heliname,_woundedGroupName, isairport)
return self
end
@@ -1843,6 +1749,9 @@ function CSAR:_DisplayMessageToSAR(_unit, _text, _time, _clear, _speak, _overrid
end
_text = string.gsub(_text,"km"," kilometer")
_text = string.gsub(_text,"nm"," nautical miles")
--self.msrs:SetVoice(self.SRSVoice)
--self.SRSQueue:NewTransmission(_text,nil,self.msrs,nil,1)
self:I("Voice = "..self.SRSVoice)
self.SRSQueue:NewTransmission(_text,duration,self.msrs,tstart,2,subgroups,subtitle,subduration,self.SRSchannel,self.SRSModulation,gender,culture,self.SRSVoice,volume,label,coord)
end
return self
@@ -1851,9 +1760,8 @@ end
--- (Internal) Function to get string of a group\'s position.
-- @param #CSAR self
-- @param Wrapper.Controllable#CONTROLLABLE _woundedGroup Group or Unit object.
-- @param Wrapper.Unit#UNIT _Unit Requesting helo pilot unit
-- @return #string Coordinates as Text
function CSAR:_GetPositionOfWounded(_woundedGroup,_Unit)
function CSAR:_GetPositionOfWounded(_woundedGroup)
self:T(self.lid .. " _GetPositionOfWounded")
local _coordinate = _woundedGroup:GetCoordinate()
local _coordinatesText = "None"
@@ -1868,26 +1776,6 @@ function CSAR:_GetPositionOfWounded(_woundedGroup,_Unit)
_coordinatesText = _coordinate:ToStringBULLS(self.coalition)
end
end
if _Unit and _Unit:GetPlayerName() then
local playername = _Unit:GetPlayerName()
if playername then
local settings = _DATABASE:GetPlayerSettings(playername) or _SETTINGS
if settings then
self:T("Get Settings ok!")
if settings:IsA2G_MGRS() then
_coordinatesText = _coordinate:ToStringMGRS(settings)
elseif settings:IsA2G_LL_DMS() then
_coordinatesText = _coordinate:ToStringLLDMS(settings)
elseif settings:IsA2G_LL_DDM() then
_coordinatesText = _coordinate:ToStringLLDDM(settings)
elseif settings:IsA2G_BR() then
-- attention this is the distance from the ASKING unit to target, not from RECCE to target!
local startcoordinate = _Unit:GetCoordinate()
_coordinatesText = _coordinate:ToStringBR(startcoordinate,settings)
end
end
end
end
return _coordinatesText
end
@@ -1913,26 +1801,22 @@ function CSAR:_DisplayActiveSAR(_unitName)
self:T({Table=_value})
local _woundedGroup = _value.group
if _woundedGroup and _value.alive then
local _coordinatesText = self:_GetPositionOfWounded(_woundedGroup,_heli)
local _coordinatesText = self:_GetPositionOfWounded(_woundedGroup)
local _helicoord = _heli:GetCoordinate()
local _woundcoord = _woundedGroup:GetCoordinate()
local _distance = self:_GetDistance(_helicoord, _woundcoord)
self:T({_distance = _distance})
local distancetext = ""
local settings = _SETTINGS
if _heli:GetPlayerName() then
settings = _DATABASE:GetPlayerSettings(_heli:GetPlayerName()) or _SETTINGS
end
if settings:IsImperial() then
if _SETTINGS:IsImperial() then
distancetext = string.format("%.1fnm",UTILS.MetersToNM(_distance))
else
distancetext = string.format("%.1fkm", _distance/1000.0)
end
if _value.frequency == 0 or self.CreateRadioBeacons == false then--shagrat insert CASEVAC without Frequency
table.insert(_csarList, { dist = _distance, msg = string.format("%s at %s - %s ", _value.desc, _coordinatesText, distancetext) })
else
table.insert(_csarList, { dist = _distance, msg = string.format("%s at %s - %.2f KHz ADF - %s ", _value.desc, _coordinatesText, _value.frequency / 1000, distancetext) })
end
if _value.frequency == 0 then--shagrat insert CASEVAC without Frequency
table.insert(_csarList, { dist = _distance, msg = string.format("%s at %s - %s ", _value.desc, _coordinatesText, distancetext) })
else
table.insert(_csarList, { dist = _distance, msg = string.format("%s at %s - %.2f KHz ADF - %s ", _value.desc, _coordinatesText, _value.frequency / 1000, distancetext) })
end
end
end
@@ -2013,7 +1897,7 @@ function CSAR:_SignalFlare(_unitName)
else
_distance = string.format("%.1fkm",_closest.distance/1000)
end
local _msg = string.format("%s - Firing signal flare at your %s o\'clock. Distance %s", self:_GetCustomCallSign(_unitName), _clockDir, _distance)
local _msg = string.format("%s - Popping signal flare at your %s o\'clock. Distance %s", self:_GetCustomCallSign(_unitName), _clockDir, _distance)
self:_DisplayMessageToSAR(_heli, _msg, self.messageTime, false, true, true)
local _coord = _closest.pilot:GetCoordinate()
@@ -2034,68 +1918,28 @@ end
--- (Internal) Display info to all SAR groups.
-- @param #CSAR self
-- @param #string _message Message to display.
-- @param #number _side Coalition of message.
-- @param #number _side Coalition of message.
-- @param #number _messagetime How long to show.
-- @param #boolean ToSRS If true or nil, send to SRS TTS
-- @param #boolean ToScreen If true or nil, send to Screen
function CSAR:_DisplayToAllSAR(_message, _side, _messagetime,ToSRS,ToScreen)
function CSAR:_DisplayToAllSAR(_message, _side, _messagetime)
self:T(self.lid .. " _DisplayToAllSAR")
local messagetime = _messagetime or self.messageTime
self:T({_message,ToSRS=ToSRS,ToScreen=ToScreen})
if self.msrs and (ToSRS == true or ToSRS == nil) then
if self.msrs then
local voice = self.CSARVoice or MSRS.Voices.Google.Standard.en_GB_Standard_F
if self.msrs:GetProvider() == MSRS.Provider.WINDOWS then
voice = self.CSARVoiceMS or MSRS.Voices.Microsoft.Hedda
end
--self:F("Voice = "..voice)
self:I("Voice = "..voice)
self.SRSQueue:NewTransmission(_message,duration,self.msrs,tstart,2,subgroups,subtitle,subduration,self.SRSchannel,self.SRSModulation,gender,culture,voice,volume,label,self.coordinate)
end
if ToScreen == true or ToScreen == nil then
for _, _unitName in pairs(self.csarUnits) do
local _unit = self:_GetSARHeli(_unitName)
if _unit and not self.suppressmessages then
self:_DisplayMessageToSAR(_unit, _message, _messagetime)
end
for _, _unitName in pairs(self.csarUnits) do
local _unit = self:_GetSARHeli(_unitName)
if _unit and not self.suppressmessages then
self:_DisplayMessageToSAR(_unit, _message, _messagetime)
end
end
return self
end
---(Internal) Request IR Strobe at closest downed pilot.
--@param #CSAR self
--@param #string _unitName Name of the helicopter
function CSAR:_ReqIRStrobe( _unitName )
self:T(self.lid .. " _ReqIRStrobe")
local _heli = self:_GetSARHeli(_unitName)
if _heli == nil then
return
end
local smokedist = 8000
if smokedist < self.approachdist_far then smokedist = self.approachdist_far end
local _closest = self:_GetClosestDownedPilot(_heli)
if _closest ~= nil and _closest.pilot ~= nil and _closest.distance > 0 and _closest.distance < smokedist then
local _clockDir = self:_GetClockDirection(_heli, _closest.pilot)
local _distance = string.format("%.1fkm",_closest.distance/1000)
if _SETTINGS:IsImperial() then
_distance = string.format("%.1fnm",UTILS.MetersToNM(_closest.distance))
else
_distance = string.format("%.1fkm",_closest.distance/1000)
end
local _msg = string.format("%s - IR Strobe active at your %s o\'clock. Distance %s", self:_GetCustomCallSign(_unitName), _clockDir, _distance)
self:_DisplayMessageToSAR(_heli, _msg, self.messageTime, false, true, true)
_closest.pilot:NewIRMarker(true,self.IRStrobeRuntime or 300)
else
local _distance = string.format("%.1fkm",smokedist/1000)
if _SETTINGS:IsImperial() then
_distance = string.format("%.1fnm",UTILS.MetersToNM(smokedist))
else
_distance = string.format("%.1fkm",smokedist/1000)
end
self:_DisplayMessageToSAR(_heli, string.format("No Pilots within %s",_distance), self.messageTime, false, false, true)
end
return self
end
---(Internal) Request smoke at closest downed pilot.
--@param #CSAR self
--@param #string _unitName Name of the helicopter
@@ -2136,50 +1980,56 @@ end
--- (Internal) Determine distance to closest MASH.
-- @param #CSAR self
-- @param Wrapper.Unit#UNIT _heli Helicopter #UNIT
-- @return #number Distance in meters
-- @return #string MASH Name as string
-- @retunr
function CSAR:_GetClosestMASH(_heli)
self:T(self.lid .. " _GetClosestMASH")
local _mashset = self.mash -- Core.Set#SET_GROUP
local MashSets = {}
--local _mashes = _mashset.Set-- #table
table.insert(MashSets,_mashset.Set)
table.insert(MashSets,self.zonemashes.Set)
table.insert(MashSets,self.staticmashes.Set)
local _mashes = _mashset:GetSetObjects() -- #table
local _shortestDistance = -1
local _distance = 0
local _helicoord = _heli:GetCoordinate()
local MashName = nil
local function GetCloseAirbase(coordinate,Coalition,Category)
local a=coordinate:GetVec3()
local distmin=math.huge
local airbase=nil
for DCSairbaseID, DCSairbase in pairs(world.getAirbases(Coalition)) do
local b=DCSairbase:getPoint()
local c=UTILS.VecSubstract(a,b)
local dist=UTILS.VecNorm(c)
if dist<distmin and (Category==nil or Category==DCSairbase:getDesc().category) then
distmin=dist
airbase=DCSairbase
end
end
return distmin
end
if self.allowFARPRescue then
local position = _heli:GetCoordinate()
local afb,distance = position:GetClosestAirbase(nil,self.coalition)
_shortestDistance = distance
MashName = (afb ~= nil) and afb:GetName() or "Unknown"
end
for _,_mashes in pairs(MashSets) do
for _, _mashUnit in pairs(_mashes or {}) do
local _mashcoord
if _mashUnit and (not _mashUnit:IsInstanceOf("ZONE_BASE")) and _mashUnit:IsAlive() then
_mashcoord = _mashUnit:GetCoordinate()
elseif _mashUnit and _mashUnit:IsInstanceOf("ZONE_BASE") then
_mashcoord = _mashUnit:GetCoordinate()
end
_distance = self:_GetDistance(_helicoord, _mashcoord)
if _distance ~= nil and (_shortestDistance == -1 or _distance < _shortestDistance) then
_shortestDistance = _distance
MashName = _mashUnit:GetName() or "Unknown"
end
end
for _, _mashUnit in pairs(_mashes) do
if _mashUnit and _mashUnit:IsAlive() then
local _mashcoord = _mashUnit:GetCoordinate()
_distance = self:_GetDistance(_helicoord, _mashcoord)
if _distance ~= nil and (_shortestDistance == -1 or _distance < _shortestDistance) then
_shortestDistance = _distance
end
end
end
if _shortestDistance ~= -1 then
return _shortestDistance, MashName
return _shortestDistance
else
return -1
end
end
--- (Internal) Display onboarded rescued pilots.
@@ -2213,12 +2063,12 @@ function CSAR:_AddMedevacMenuItem()
local coalition = self.coalition
local allheligroupset = self.allheligroupset -- Core.Set#SET_GROUP
local _allHeliGroups = allheligroupset:GetSetObjects()
-- rebuild units table
local _UnitList = {}
for _key, _group in pairs (_allHeliGroups) do
local _unit = _group:GetFirstUnitAlive() -- Asume that there is only one unit in the flight for players
if _unit then
--self:T("Unitname ".._unit:GetName().." IsAlive "..tostring(_unit:IsAlive()).." IsPlayer "..tostring(_unit:IsPlayer()))
local _unit = _group:GetUnit(1) -- Asume that there is only one unit in the flight for players
if _unit then
if _unit:IsAlive() and _unit:IsPlayer() then
local unitName = _unit:GetName()
_UnitList[unitName] = unitName
@@ -2241,12 +2091,7 @@ function CSAR:_AddMedevacMenuItem()
local _rootMenu1 = MENU_GROUP_COMMAND:New(_group,"List Active CSAR",_rootPath, self._DisplayActiveSAR,self,_unitName)
local _rootMenu2 = MENU_GROUP_COMMAND:New(_group,"Check Onboard",_rootPath, self._CheckOnboard,self,_unitName)
local _rootMenu3 = MENU_GROUP_COMMAND:New(_group,"Request Signal Flare",_rootPath, self._SignalFlare,self,_unitName)
local _rootMenu4 = MENU_GROUP_COMMAND:New(_group,"Request Smoke",_rootPath, self._Reqsmoke,self,_unitName)
if self.AllowIRStrobe then
local _rootMenu5 = MENU_GROUP_COMMAND:New(_group,"Request IR Strobe",_rootPath, self._ReqIRStrobe,self,_unitName):Refresh()
else
_rootMenu4:Refresh()
end
local _rootMenu4 = MENU_GROUP_COMMAND:New(_group,"Request Smoke",_rootPath, self._Reqsmoke,self,_unitName):Refresh()
end
end
end
@@ -2337,13 +2182,9 @@ end
-- @param #CSAR self
-- @param Wrapper.Group#GROUP _group Group #GROUP object.
-- @param #number _freq Frequency to use
-- @param #string BeaconName Beacon Name to use
-- @return #CSAR self
function CSAR:_AddBeaconToGroup(_group, _freq, BeaconName)
function CSAR:_AddBeaconToGroup(_group, _freq)
self:T(self.lid .. " _AddBeaconToGroup")
if self.CreateRadioBeacons == false then return end
local _group = _group
if _group == nil then
--return frequency to pool of available
for _i, _current in ipairs(self.UsedVHFFrequencies) do
@@ -2358,40 +2199,31 @@ function CSAR:_AddBeaconToGroup(_group, _freq, BeaconName)
if _group:IsAlive() then
local _radioUnit = _group:GetUnit(1)
if _radioUnit then
local name = _radioUnit:GetName()
local name = _radioUnit:GetName()
local Frequency = _freq -- Freq in Hertz
--local name = _radioUnit:GetName()
local name = _radioUnit:GetName()
local Sound = "l10n/DEFAULT/"..self.radioSound
local vec3 = _radioUnit:GetVec3() or _radioUnit:GetPositionVec3() or {x=0,y=0,z=0}
self:I(self.lid..string.format("Added Radio Beacon %d Hertz | Name %s | Position {%d,%d,%d}",Frequency,BeaconName,vec3.x,vec3.y,vec3.z))
trigger.action.radioTransmission(Sound, vec3, 0, true, Frequency, self.ADFRadioPwr or 500,BeaconName) -- Beacon in MP only runs for exactly 30secs straight
trigger.action.radioTransmission(Sound, vec3, 0, false, Frequency, self.ADFRadioPwr or 1000,name..math.random(1,10000)) -- Beacon in MP only runs for exactly 30secs straight
end
end
return self
end
--- (Internal) Helper function to (re-)add beacon to downed pilot.
-- @param #CSAR self
-- @return #CSAR self
-- @param #table _args Arguments
function CSAR:_RefreshRadioBeacons()
self:T(self.lid .. " _RefreshRadioBeacons")
if self.CreateRadioBeacons == false then return end
if self:_CountActiveDownedPilots() > 0 then
local PilotTable = self.downedPilots
for _,_pilot in pairs (PilotTable) do
self:T({_pilot.name})
self:T({_pilot})
local pilot = _pilot -- #CSAR.DownedPilot
local group = pilot.group
local frequency = pilot.frequency or 0 -- thanks to @Thrud
local bname = pilot.BeaconName or pilot.name..math.random(1,100000)
--trigger.action.stopRadioTransmission(bname)
if group and group:IsAlive() and frequency > 0 then
--self:_AddBeaconToGroup(group,frequency,bname)
else
if frequency > 0 then
trigger.action.stopRadioTransmission(bname)
end
self:_AddBeaconToGroup(group,frequency)
end
end
end
@@ -2421,38 +2253,13 @@ function CSAR:_ReachedPilotLimit()
local limit = self.maxdownedpilots
local islimited = self.limitmaxdownedpilots
local count = self:_CountActiveDownedPilots()
if islimited and (count >= limit) then
if self.useFIFOLimitReplacement then
local oldIndex = -1
local oldDownedPilot = nil
for _index, _downedpilot in pairs(self.downedPilots) do
oldIndex = _index
oldDownedPilot = _downedpilot
break
end
if oldDownedPilot then
oldDownedPilot.group:Destroy(false)
oldDownedPilot.alive = false
self:_CheckDownedPilotTable()
return false
end
end
return true
else
return false
end
if islimited and (count >= limit) then
return true
else
return false
end
end
--- User - Function to add onw SET_GROUP Set-up for pilot filtering and assignment.
-- Needs to be set before starting the CSAR instance.
-- @param #CSAR self
-- @param Core.Set#SET_GROUP Set The SET_GROUP object created by the mission designer/user to represent the CSAR pilot groups.
-- @return #CSAR self
function CSAR:SetOwnSetPilotGroups(Set)
self.UserSetGroup = Set
return self
end
------------------------------
--- FSM internal Functions ---
------------------------------
@@ -2474,9 +2281,7 @@ function CSAR:onafterStart(From, Event, To)
self:HandleEvent(EVENTS.PlayerEnterUnit, self._EventHandler)
self:HandleEvent(EVENTS.PilotDead, self._EventHandler)
if self.UserSetGroup then
self.allheligroupset = self.UserSetGroup
elseif self.allowbronco then
if self.allowbronco then
local prefixes = self.csarPrefix or {}
self.allheligroupset = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(prefixes):FilterStart()
elseif self.useprefix then
@@ -2485,28 +2290,7 @@ function CSAR:onafterStart(From, Event, To)
else
self.allheligroupset = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterCategoryHelicopter():FilterStart()
end
self.mash = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(self.mashprefix):FilterStart()
self.staticmashes = SET_STATIC:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(self.mashprefix):FilterStart()
self.zonemashes = SET_ZONE:New():FilterPrefixes(self.mashprefix):FilterStart()
--[[
if staticmashes:Count() > 0 then
for _,_mash in pairs(staticmashes.Set) do
self.mash:AddObject(_mash)
end
end
if zonemashes:Count() > 0 then
self:T("Adding zones to self.mash SET")
for _,_mash in pairs(zonemashes.Set) do
self.mash:AddObject(_mash)
end
self:T("Objects in SET: "..self.mash:Count())
end
--]]
self.mash = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(self.mashprefix):FilterStart() -- currently only GROUP objects, maybe support STATICs also?
if not self.coordinate then
local csarhq = self.mash:GetRandom()
if csarhq then
@@ -2716,7 +2500,7 @@ end
-- @param #boolean IsAirport True if heli has landed on an AFB (from event land).
function CSAR:onbeforeReturning(From, Event, To, Heliname, Woundedgroupname, IsAirPort)
self:T({From, Event, To, Heliname, Woundedgroupname})
--self:_ScheduledSARFlight(Heliname,Woundedgroupname, IsAirPort)
self:_ScheduledSARFlight(Heliname,Woundedgroupname, IsAirPort)
return self
end

File diff suppressed because it is too large Load Diff

View File

@@ -660,9 +660,9 @@ function RECOVERYTANKER:SetRecoveryAirboss(switch)
return self
end
--- Set that the group takes the role of an AWACS instead of a refueling tanker.
--- Set that the group takes the roll of an AWACS instead of a refueling tanker.
-- @param #RECOVERYTANKER self
-- @param #boolean switch If true or nil, set role AWACS.
-- @param #boolean switch If true or nil, set roll AWACS.
-- @param #boolean eplrs If true or nil, enable EPLRS. If false, EPLRS will be off.
-- @return #RECOVERYTANKER self
function RECOVERYTANKER:SetAWACS(switch, eplrs)
@@ -997,8 +997,6 @@ function RECOVERYTANKER:onafterStart(From, Event, To)
-- Init status updates in 10 seconds.
self:__Status(10)
return self
end

View File

@@ -963,8 +963,6 @@ function RESCUEHELO:onafterStart(From, Event, To)
-- Init status check
self:__Status(1)
return self
end
--- On after Status event. Checks player status.

View File

@@ -1,260 +0,0 @@
--
--
-- ### Author: **nielsvaes/coconutcockpit**
--
-- ===
-- @module Shapes.CIRCLE
-- @image MOOSE.JPG
--- CIRCLE class.
-- @type CIRCLE
-- @field #string ClassName Name of the class.
-- @field #number Radius Radius of the circle
--- *It's NOT hip to be square* -- Someone, somewhere, probably
--
-- ===
--
-- # CIRCLE
-- CIRCLEs can be fetched from the drawings in the Mission Editor
---
-- This class has some of the standard CIRCLE functions you'd expect. One function of interest is CIRCLE:PointInSector() that you can use if a point is
-- within a certain sector (pizza slice) of a circle. This can be useful for many things, including rudimentary, "radar-like" searches from a unit.
--
-- CIRCLE class with properties and methods for handling circles.
-- @field #CIRCLE
CIRCLE = {
ClassName = "CIRCLE",
Radius = nil,
}
--- Finds a circle on the map by its name. The circle must have been added in the Mission Editor
-- @param #string shape_name Name of the circle to find
-- @return #CIRCLE The found circle, or nil if not found
function CIRCLE:FindOnMap(shape_name)
local self = BASE:Inherit(self, SHAPE_BASE:FindOnMap(shape_name))
for _, layer in pairs(env.mission.drawings.layers) do
for _, object in pairs(layer["objects"]) do
if string.find(object["name"], shape_name, 1, true) then
if object["polygonMode"] == "circle" then
self.Radius = object["radius"]
end
end
end
end
return self
end
--- Finds a circle by its name in the database.
-- @param #string shape_name Name of the circle to find
-- @return #CIRCLE The found circle, or nil if not found
function CIRCLE:Find(shape_name)
return _DATABASE:FindShape(shape_name)
end
--- Creates a new circle from a center point and a radius.
-- @param #table vec2 The center point of the circle
-- @param #number radius The radius of the circle
-- @return #CIRCLE The new circle
function CIRCLE:New(vec2, radius)
local self = BASE:Inherit(self, SHAPE_BASE:New())
self.CenterVec2 = vec2
self.Radius = radius
return self
end
--- Gets the radius of the circle.
-- @return #number The radius of the circle
function CIRCLE:GetRadius()
return self.Radius
end
--- Checks if a point is contained within the circle.
-- @param #table point The point to check
-- @return #bool True if the point is contained, false otherwise
function CIRCLE:ContainsPoint(point)
if ((point.x - self.CenterVec2.x) ^ 2 + (point.y - self.CenterVec2.y) ^ 2) ^ 0.5 <= self.Radius then
return true
end
return false
end
--- Checks if a point is contained within a sector of the circle. The start and end sector need to be clockwise
-- @param #table point The point to check
-- @param #table sector_start The start point of the sector
-- @param #table sector_end The end point of the sector
-- @param #table center The center point of the sector
-- @param #number radius The radius of the sector
-- @return #bool True if the point is contained, false otherwise
function CIRCLE:PointInSector(point, sector_start, sector_end, center, radius)
center = center or self.CenterVec2
radius = radius or self.Radius
local function are_clockwise(v1, v2)
return -v1.x * v2.y + v1.y * v2.x > 0
end
local function is_in_radius(rp)
return rp.x * rp.x + rp.y * rp.y <= radius ^ 2
end
local rel_pt = {
x = point.x - center.x,
y = point.y - center.y
}
local rel_sector_start = {
x = sector_start.x - center.x,
y = sector_start.y - center.y,
}
local rel_sector_end = {
x = sector_end.x - center.x,
y = sector_end.y - center.y,
}
return not are_clockwise(rel_sector_start, rel_pt) and
are_clockwise(rel_sector_end, rel_pt) and
is_in_radius(rel_pt, radius)
end
--- Checks if a unit is contained within a sector of the circle. The start and end sector need to be clockwise
-- @param #string unit_name The name of the unit to check
-- @param #table sector_start The start point of the sector
-- @param #table sector_end The end point of the sector
-- @param #table center The center point of the sector
-- @param #number radius The radius of the sector
-- @return #bool True if the unit is contained, false otherwise
function CIRCLE:UnitInSector(unit_name, sector_start, sector_end, center, radius)
center = center or self.CenterVec2
radius = radius or self.Radius
if self:PointInSector(UNIT:FindByName(unit_name):GetVec2(), sector_start, sector_end, center, radius) then
return true
end
return false
end
--- Checks if any unit of a group is contained within a sector of the circle. The start and end sector need to be clockwise
-- @param #string group_name The name of the group to check
-- @param #table sector_start The start point of the sector
-- @param #table sector_end The end point of the sector
-- @param #table center The center point of the sector
-- @param #number radius The radius of the sector
-- @return #bool True if any unit of the group is contained, false otherwise
function CIRCLE:AnyOfGroupInSector(group_name, sector_start, sector_end, center, radius)
center = center or self.CenterVec2
radius = radius or self.Radius
for _, unit in pairs(GROUP:FindByName(group_name):GetUnits()) do
if self:PointInSector(unit:GetVec2(), sector_start, sector_end, center, radius) then
return true
end
end
return false
end
--- Checks if all units of a group are contained within a sector of the circle. The start and end sector need to be clockwise
-- @param #string group_name The name of the group to check
-- @param #table sector_start The start point of the sector
-- @param #table sector_end The end point of the sector
-- @param #table center The center point of the sector
-- @param #number radius The radius of the sector
-- @return #bool True if all units of the group are contained, false otherwise
function CIRCLE:AllOfGroupInSector(group_name, sector_start, sector_end, center, radius)
center = center or self.CenterVec2
radius = radius or self.Radius
for _, unit in pairs(GROUP:FindByName(group_name):GetUnits()) do
if not self:PointInSector(unit:GetVec2(), sector_start, sector_end, center, radius) then
return false
end
end
return true
end
--- Checks if a unit is contained within a radius of the circle.
-- @param #string unit_name The name of the unit to check
-- @param #table center The center point of the radius
-- @param #number radius The radius to check
-- @return #bool True if the unit is contained, false otherwise
function CIRCLE:UnitInRadius(unit_name, center, radius)
center = center or self.CenterVec2
radius = radius or self.Radius
if UTILS.IsInRadius(center, UNIT:FindByName(unit_name):GetVec2(), radius) then
return true
end
return false
end
--- Checks if any unit of a group is contained within a radius of the circle.
-- @param #string group_name The name of the group to check
-- @param #table center The center point of the radius
-- @param #number radius The radius to check
-- @return #bool True if any unit of the group is contained, false otherwise
function CIRCLE:AnyOfGroupInRadius(group_name, center, radius)
center = center or self.CenterVec2
radius = radius or self.Radius
for _, unit in pairs(GROUP:FindByName(group_name):GetUnits()) do
if UTILS.IsInRadius(center, unit:GetVec2(), radius) then
return true
end
end
return false
end
--- Checks if all units of a group are contained within a radius of the circle.
-- @param #string group_name The name of the group to check
-- @param #table center The center point of the radius
-- @param #number radius The radius to check
-- @return #bool True if all units of the group are contained, false otherwise
function CIRCLE:AllOfGroupInRadius(group_name, center, radius)
center = center or self.CenterVec2
radius = radius or self.Radius
for _, unit in pairs(GROUP:FindByName(group_name):GetUnits()) do
if not UTILS.IsInRadius(center, unit:GetVec2(), radius) then
return false
end
end
return true
end
--- Returns a random Vec2 within the circle.
-- @return #table The random Vec2
function CIRCLE:GetRandomVec2()
local angle = math.random() * 2 * math.pi
local rx = math.random(0, self.Radius) * math.cos(angle) + self.CenterVec2.x
local ry = math.random(0, self.Radius) * math.sin(angle) + self.CenterVec2.y
return {x=rx, y=ry}
end
--- Returns a random Vec2 on the border of the circle.
-- @return #table The random Vec2
function CIRCLE:GetRandomVec2OnBorder()
local angle = math.random() * 2 * math.pi
local rx = self.Radius * math.cos(angle) + self.CenterVec2.x
local ry = self.Radius * math.sin(angle) + self.CenterVec2.y
return {x=rx, y=ry}
end
--- Calculates the bounding box of the circle. The bounding box is the smallest rectangle that contains the circle.
-- @return #table The bounding box of the circle
function CIRCLE:GetBoundingBox()
local min_x = self.CenterVec2.x - self.Radius
local min_y = self.CenterVec2.y - self.Radius
local max_x = self.CenterVec2.x + self.Radius
local max_y = self.CenterVec2.y + self.Radius
return {
{x=min_x, y=min_x}, {x=max_x, y=min_y}, {x=max_x, y=max_y}, {x=min_x, y=max_y}
}
end

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@@ -1,85 +0,0 @@
---
--
-- ### Author: **nielsvaes/coconutcockpit**
--
-- ===
-- @module Shapes.CUBE
-- @image MOOSE.JPG
--- LINE class.
-- @type CUBE
-- @field #string ClassName Name of the class.
-- @field #number Points points of the line
-- @field #number Coords coordinates of the line
--
-- ===
---
-- @field #CUBE
CUBE = {
ClassName = "CUBE",
Points = {},
Coords = {}
}
--- Points need to be added in the following order:
--- p1 -> p4 make up the front face of the cube
--- p5 -> p8 make up the back face of the cube
--- p1 connects to p5
--- p2 connects to p6
--- p3 connects to p7
--- p4 connects to p8
---
--- 8-----------7
--- /| /|
--- / | / |
--- 4--+--------3 |
--- | | | |
--- | | | |
--- | | | |
--- | 5--------+--6
--- | / | /
--- |/ |/
--- 1-----------2
---
function CUBE:New(p1, p2, p3, p4, p5, p6, p7, p8)
local self = BASE:Inherit(self, SHAPE_BASE)
self.Points = {p1, p2, p3, p4, p5, p6, p7, p8}
for _, point in spairs(self.Points) do
table.insert(self.Coords, COORDINATE:NewFromVec3(point))
end
return self
end
function CUBE:GetCenter()
local center = { x=0, y=0, z=0 }
for _, point in pairs(self.Points) do
center.x = center.x + point.x
center.y = center.y + point.y
center.z = center.z + point.z
end
center.x = center.x / 8
center.y = center.y / 8
center.z = center.z / 8
return center
end
function CUBE:ContainsPoint(point, cube_points)
cube_points = cube_points or self.Points
local min_x, min_y, min_z = math.huge, math.huge, math.huge
local max_x, max_y, max_z = -math.huge, -math.huge, -math.huge
-- Find the minimum and maximum x, y, and z values of the cube points
for _, p in ipairs(cube_points) do
if p.x < min_x then min_x = p.x end
if p.y < min_y then min_y = p.y end
if p.z < min_z then min_z = p.z end
if p.x > max_x then max_x = p.x end
if p.y > max_y then max_y = p.y end
if p.z > max_z then max_z = p.z end
end
return point.x >= min_x and point.x <= max_x and point.y >= min_y and point.y <= max_y and point.z >= min_z and point.z <= max_z
end

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@@ -1,333 +0,0 @@
---
--
-- ### Author: **nielsvaes/coconutcockpit**
--
-- ===
-- @module Shapes.LINE
-- @image MOOSE.JPG
--- LINE class.
-- @type LINE
-- @field #string ClassName Name of the class.
-- @field #number Points points of the line
-- @field #number Coords coordinates of the line
--
-- ===
---
-- @field #LINE
LINE = {
ClassName = "LINE",
Points = {},
Coords = {},
}
--- Finds a line on the map by its name. The line must be drawn in the Mission Editor
-- @param #string line_name Name of the line to find
-- @return #LINE The found line, or nil if not found
function LINE:FindOnMap(line_name)
local self = BASE:Inherit(self, SHAPE_BASE:FindOnMap(line_name))
for _, layer in pairs(env.mission.drawings.layers) do
for _, object in pairs(layer["objects"]) do
if object["name"] == line_name then
if object["primitiveType"] == "Line" then
for _, point in UTILS.spairs(object["points"]) do
local p = {x = object["mapX"] + point["x"],
y = object["mapY"] + point["y"] }
local coord = COORDINATE:NewFromVec2(p)
table.insert(self.Points, p)
table.insert(self.Coords, coord)
end
end
end
end
end
self:I(#self.Points)
if #self.Points == 0 then
return nil
end
self.MarkIDs = {}
return self
end
--- Finds a line by its name in the database.
-- @param #string shape_name Name of the line to find
-- @return #LINE The found line, or nil if not found
function LINE:Find(shape_name)
return _DATABASE:FindShape(shape_name)
end
--- Creates a new line from two points.
-- @param #table vec2 The first point of the line
-- @param #number radius The second point of the line
-- @return #LINE The new line
function LINE:New(...)
local self = BASE:Inherit(self, SHAPE_BASE:New())
self.Points = {...}
self:I(self.Points)
for _, point in UTILS.spairs(self.Points) do
table.insert(self.Coords, COORDINATE:NewFromVec2(point))
end
return self
end
--- Creates a new line from a circle.
-- @param #table center_point center point of the circle
-- @param #number radius radius of the circle, half length of the line
-- @param #number angle_degrees degrees the line will form from center point
-- @return #LINE The new line
function LINE:NewFromCircle(center_point, radius, angle_degrees)
local self = BASE:Inherit(self, SHAPE_BASE:New())
self.CenterVec2 = center_point
local angleRadians = math.rad(angle_degrees)
local point1 = {
x = center_point.x + radius * math.cos(angleRadians),
y = center_point.y + radius * math.sin(angleRadians)
}
local point2 = {
x = center_point.x + radius * math.cos(angleRadians + math.pi),
y = center_point.y + radius * math.sin(angleRadians + math.pi)
}
for _, point in pairs{point1, point2} do
table.insert(self.Points, point)
table.insert(self.Coords, COORDINATE:NewFromVec2(point))
end
return self
end
--- Gets the coordinates of the line.
-- @return #table The coordinates of the line
function LINE:Coordinates()
return self.Coords
end
--- Gets the start coordinate of the line. The start coordinate is the first point of the line.
-- @return #COORDINATE The start coordinate of the line
function LINE:GetStartCoordinate()
return self.Coords[1]
end
--- Gets the end coordinate of the line. The end coordinate is the last point of the line.
-- @return #COORDINATE The end coordinate of the line
function LINE:GetEndCoordinate()
return self.Coords[#self.Coords]
end
--- Gets the start point of the line. The start point is the first point of the line.
-- @return #table The start point of the line
function LINE:GetStartPoint()
return self.Points[1]
end
--- Gets the end point of the line. The end point is the last point of the line.
-- @return #table The end point of the line
function LINE:GetEndPoint()
return self.Points[#self.Points]
end
--- Gets the length of the line.
-- @return #number The length of the line
function LINE:GetLength()
local total_length = 0
for i=1, #self.Points - 1 do
local x1, y1 = self.Points[i]["x"], self.Points[i]["y"]
local x2, y2 = self.Points[i+1]["x"], self.Points[i+1]["y"]
local segment_length = math.sqrt((x2 - x1)^2 + (y2 - y1)^2)
total_length = total_length + segment_length
end
return total_length
end
--- Returns a random point on the line.
-- @param #table points (optional) The points of the line or 2 other points if you're just using the LINE class without an object of it
-- @return #table The random point
function LINE:GetRandomPoint(points)
points = points or self.Points
local rand = math.random() -- 0->1
local random_x = points[1].x + rand * (points[2].x - points[1].x)
local random_y = points[1].y + rand * (points[2].y - points[1].y)
return { x= random_x, y= random_y }
end
--- Gets the heading of the line.
-- @param #table points (optional) The points of the line or 2 other points if you're just using the LINE class without an object of it
-- @return #number The heading of the line
function LINE:GetHeading(points)
points = points or self.Points
local angle = math.atan2(points[2].y - points[1].y, points[2].x - points[1].x)
angle = math.deg(angle)
if angle < 0 then
angle = angle + 360
end
return angle
end
--- Return each part of the line as a new line
-- @return #table The points
function LINE:GetIndividualParts()
local parts = {}
if #self.Points == 2 then
parts = {self}
end
for i=1, #self.Points -1 do
local p1 = self.Points[i]
local p2 = self.Points[i % #self.Points + 1]
table.add(parts, LINE:New(p1, p2))
end
return parts
end
--- Gets a number of points in between the start and end points of the line.
-- @param #number amount The number of points to get
-- @param #table start_point (Optional) The start point of the line, defaults to the object's start point
-- @param #table end_point (Optional) The end point of the line, defaults to the object's end point
-- @return #table The points
function LINE:GetPointsInbetween(amount, start_point, end_point)
start_point = start_point or self:GetStartPoint()
end_point = end_point or self:GetEndPoint()
if amount == 0 then return {start_point, end_point} end
amount = amount + 1
local points = {}
local difference = { x = end_point.x - start_point.x, y = end_point.y - start_point.y }
local divided = { x = difference.x / amount, y = difference.y / amount }
for j=0, amount do
local part_pos = {x = divided.x * j, y = divided.y * j}
-- add part_pos vector to the start point so the new point is placed along in the line
local point = {x = start_point.x + part_pos.x, y = start_point.y + part_pos.y}
table.insert(points, point)
end
return points
end
--- Gets a number of points in between the start and end points of the line.
-- @param #number amount The number of points to get
-- @param #table start_point (Optional) The start point of the line, defaults to the object's start point
-- @param #table end_point (Optional) The end point of the line, defaults to the object's end point
-- @return #table The points
function LINE:GetCoordinatesInBetween(amount, start_point, end_point)
local coords = {}
for _, pt in pairs(self:GetPointsInbetween(amount, start_point, end_point)) do
table.add(coords, COORDINATE:NewFromVec2(pt))
end
return coords
end
function LINE:GetRandomPoint(start_point, end_point)
start_point = start_point or self:GetStartPoint()
end_point = end_point or self:GetEndPoint()
local fraction = math.random()
local difference = { x = end_point.x - start_point.x, y = end_point.y - start_point.y }
local part_pos = {x = difference.x * fraction, y = difference.y * fraction}
local random_point = { x = start_point.x + part_pos.x, y = start_point.y + part_pos.y}
return random_point
end
function LINE:GetRandomCoordinate(start_point, end_point)
start_point = start_point or self:GetStartPoint()
end_point = end_point or self:GetEndPoint()
return COORDINATE:NewFromVec2(self:GetRandomPoint(start_point, end_point))
end
--- Gets a number of points on a sine wave between the start and end points of the line.
-- @param #number amount The number of points to get
-- @param #table start_point (Optional) The start point of the line, defaults to the object's start point
-- @param #table end_point (Optional) The end point of the line, defaults to the object's end point
-- @param #number frequency (Optional) The frequency of the sine wave, default 1
-- @param #number phase (Optional) The phase of the sine wave, default 0
-- @param #number amplitude (Optional) The amplitude of the sine wave, default 100
-- @return #table The points
function LINE:GetPointsBetweenAsSineWave(amount, start_point, end_point, frequency, phase, amplitude)
amount = amount or 20
start_point = start_point or self:GetStartPoint()
end_point = end_point or self:GetEndPoint()
frequency = frequency or 1 -- number of cycles per unit of x
phase = phase or 0 -- offset in radians
amplitude = amplitude or 100 -- maximum height of the wave
local points = {}
-- Returns the y-coordinate of the sine wave at x
local function sine_wave(x)
return amplitude * math.sin(2 * math.pi * frequency * (x - start_point.x) + phase)
end
-- Plot x-amount of points on the sine wave between point_01 and point_02
local x = start_point.x
local step = (end_point.x - start_point.x) / 20
for _=1, amount do
local y = sine_wave(x)
x = x + step
table.add(points, {x=x, y=y})
end
return points
end
--- Calculates the bounding box of the line. The bounding box is the smallest rectangle that contains the line.
-- @return #table The bounding box of the line
function LINE:GetBoundingBox()
local min_x, min_y, max_x, max_y = self.Points[1].x, self.Points[1].y, self.Points[2].x, self.Points[2].y
for i = 2, #self.Points do
local x, y = self.Points[i].x, self.Points[i].y
if x < min_x then
min_x = x
end
if y < min_y then
min_y = y
end
if x > max_x then
max_x = x
end
if y > max_y then
max_y = y
end
end
return {
{x=min_x, y=min_x}, {x=max_x, y=min_y}, {x=max_x, y=max_y}, {x=min_x, y=max_y}
}
end
--- Draws the line on the map.
-- @param #table points The points of the line
function LINE:Draw()
for i=1, #self.Coords -1 do
local c1 = self.Coords[i]
local c2 = self.Coords[i % #self.Coords + 1]
table.add(self.MarkIDs, c1:LineToAll(c2))
end
end
--- Removes the drawing of the line from the map.
function LINE:RemoveDraw()
for _, mark_id in pairs(self.MarkIDs) do
UTILS.RemoveMark(mark_id)
end
end

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@@ -1,213 +0,0 @@
---
--
-- ### Author: **nielsvaes/coconutcockpit**
--
-- ===
-- @module Shapes.OVAL
-- @image MOOSE.JPG
--- OVAL class.
-- @type OVAL
-- @field #string ClassName Name of the class.
-- @field #number MajorAxis The major axis (radius) of the oval
-- @field #number MinorAxis The minor axis (radius) of the oval
-- @field #number Angle The angle the oval is rotated on
--- *The little man removed his hat, what an egg shaped head he had* -- Agatha Christie
--
-- ===
--
-- # OVAL
-- OVALs can be fetched from the drawings in the Mission Editor
--
-- The major and minor axes define how elongated the shape of an oval is. This class has some basic functions that the other SHAPE classes have as well.
-- Since it's not possible to draw the shape of an oval while the mission is running, right now the draw function draws 2 cicles. One with the major axis and one with
-- the minor axis. It then draws a diamond shape on an angle where the corners touch the major and minor axes to give an indication of what the oval actually
-- looks like.
--
-- Using ovals can be handy to find an area on the ground that is actually an intersection of a cone and a plane. So imagine you're faking the view cone of
-- a targeting pod and
--- OVAL class with properties and methods for handling ovals.
-- @field #OVAL
OVAL = {
ClassName = "OVAL",
MajorAxis = nil,
MinorAxis = nil,
Angle = 0,
DrawPoly=nil
}
--- Finds an oval on the map by its name. The oval must be drawn on the map.
-- @param #string shape_name Name of the oval to find
-- @return #OVAL The found oval, or nil if not found
function OVAL:FindOnMap(shape_name)
local self = BASE:Inherit(self, SHAPE_BASE:FindOnMap(shape_name))
for _, layer in pairs(env.mission.drawings.layers) do
for _, object in pairs(layer["objects"]) do
if string.find(object["name"], shape_name, 1, true) then
if object["polygonMode"] == "oval" then
self.CenterVec2 = { x = object["mapX"], y = object["mapY"] }
self.MajorAxis = object["r1"]
self.MinorAxis = object["r2"]
self.Angle = object["angle"]
end
end
end
end
return self
end
--- Finds an oval by its name in the database.
-- @param #string shape_name Name of the oval to find
-- @return #OVAL The found oval, or nil if not found
function OVAL:Find(shape_name)
return _DATABASE:FindShape(shape_name)
end
--- Creates a new oval from a center point, major axis, minor axis, and angle.
-- @param #table vec2 The center point of the oval
-- @param #number major_axis The major axis of the oval
-- @param #number minor_axis The minor axis of the oval
-- @param #number angle The angle of the oval
-- @return #OVAL The new oval
function OVAL:New(vec2, major_axis, minor_axis, angle)
local self = BASE:Inherit(self, SHAPE_BASE:New())
self.CenterVec2 = vec2
self.MajorAxis = major_axis
self.MinorAxis = minor_axis
self.Angle = angle or 0
return self
end
--- Gets the major axis of the oval.
-- @return #number The major axis of the oval
function OVAL:GetMajorAxis()
return self.MajorAxis
end
--- Gets the minor axis of the oval.
-- @return #number The minor axis of the oval
function OVAL:GetMinorAxis()
return self.MinorAxis
end
--- Gets the angle of the oval.
-- @return #number The angle of the oval
function OVAL:GetAngle()
return self.Angle
end
--- Sets the major axis of the oval.
-- @param #number value The new major axis
function OVAL:SetMajorAxis(value)
self.MajorAxis = value
end
--- Sets the minor axis of the oval.
-- @param #number value The new minor axis
function OVAL:SetMinorAxis(value)
self.MinorAxis = value
end
--- Sets the angle of the oval.
-- @param #number value The new angle
function OVAL:SetAngle(value)
self.Angle = value
end
--- Checks if a point is contained within the oval.
-- @param #table point The point to check
-- @return #bool True if the point is contained, false otherwise
function OVAL:ContainsPoint(point)
local cos, sin = math.cos, math.sin
local dx = point.x - self.CenterVec2.x
local dy = point.y - self.CenterVec2.y
local rx = dx * cos(self.Angle) + dy * sin(self.Angle)
local ry = -dx * sin(self.Angle) + dy * cos(self.Angle)
return rx * rx / (self.MajorAxis * self.MajorAxis) + ry * ry / (self.MinorAxis * self.MinorAxis) <= 1
end
--- Returns a random Vec2 within the oval.
-- @return #table The random Vec2
function OVAL:GetRandomVec2()
local theta = math.rad(self.Angle)
local random_point = math.sqrt(math.random()) --> uniformly
--local random_point = math.random() --> more clumped around center
local phi = math.random() * 2 * math.pi
local x_c = random_point * math.cos(phi)
local y_c = random_point * math.sin(phi)
local x_e = x_c * self.MajorAxis
local y_e = y_c * self.MinorAxis
local rx = (x_e * math.cos(theta) - y_e * math.sin(theta)) + self.CenterVec2.x
local ry = (x_e * math.sin(theta) + y_e * math.cos(theta)) + self.CenterVec2.y
return {x=rx, y=ry}
end
--- Calculates the bounding box of the oval. The bounding box is the smallest rectangle that contains the oval.
-- @return #table The bounding box of the oval
function OVAL:GetBoundingBox()
local min_x = self.CenterVec2.x - self.MajorAxis
local min_y = self.CenterVec2.y - self.MinorAxis
local max_x = self.CenterVec2.x + self.MajorAxis
local max_y = self.CenterVec2.y + self.MinorAxis
return {
{x=min_x, y=min_x}, {x=max_x, y=min_y}, {x=max_x, y=max_y}, {x=min_x, y=max_y}
}
end
--- Draws the oval on the map, for debugging
-- @param #number angle (Optional) The angle of the oval. If nil will use self.Angle
function OVAL:Draw()
--for pt in pairs(self:PointsOnEdge(20)) do
-- COORDINATE:NewFromVec2(pt)
--end
self.DrawPoly = POLYGON:NewFromPoints(self:PointsOnEdge(20))
self.DrawPoly:Draw(true)
---- TODO: draw a better shape using line segments
--angle = angle or self.Angle
--local coor = self:GetCenterCoordinate()
--
--table.add(self.MarkIDs, coor:CircleToAll(self.MajorAxis))
--table.add(self.MarkIDs, coor:CircleToAll(self.MinorAxis))
--table.add(self.MarkIDs, coor:LineToAll(coor:Translate(self.MajorAxis, self.Angle)))
--
--local pt_1 = coor:Translate(self.MajorAxis, self.Angle)
--local pt_2 = coor:Translate(self.MinorAxis, self.Angle - 90)
--local pt_3 = coor:Translate(self.MajorAxis, self.Angle - 180)
--local pt_4 = coor:Translate(self.MinorAxis, self.Angle - 270)
--table.add(self.MarkIDs, pt_1:QuadToAll(pt_2, pt_3, pt_4), -1, {0, 1, 0}, 1, {0, 1, 0})
end
--- Removes the drawing of the oval from the map
function OVAL:RemoveDraw()
self.DrawPoly:RemoveDraw()
end
function OVAL:PointsOnEdge(num_points)
num_points = num_points or 20
local points = {}
local dtheta = 2 * math.pi / num_points
for i = 0, num_points - 1 do
local theta = i * dtheta
local x = self.CenterVec2.x + self.MajorAxis * math.cos(theta) * math.cos(self.Angle) - self.MinorAxis * math.sin(theta) * math.sin(self.Angle)
local y = self.CenterVec2.y + self.MajorAxis * math.cos(theta) * math.sin(self.Angle) + self.MinorAxis * math.sin(theta) * math.cos(self.Angle)
table.insert(points, {x = x, y = y})
end
return points
end

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@@ -1,458 +0,0 @@
---
--
-- ### Author: **nielsvaes/coconutcockpit**
--
-- ===
-- @module Shapes.POLYGON
-- @image MOOSE.JPG
--- POLYGON class.
-- @type POLYGON
-- @field #string ClassName Name of the class.
-- @field #table Points List of 3D points defining the shape, this will be assigned automatically if you're passing in a drawing from the Mission Editor
-- @field #table Coords List of COORDINATE defining the path, this will be assigned automatically if you're passing in a drawing from the Mission Editor
-- @field #table MarkIDs List any MARKIDs this class use, this will be assigned automatically if you're passing in a drawing from the Mission Editor
-- @field #table Triangles List of TRIANGLEs that make up the shape of the POLYGON after being triangulated
-- @extends Core.Base#BASE
--- *Polygons are fashionable at the moment* -- Trip Hawkins
--
-- ===
--
-- # POLYGON
-- POLYGONs can be fetched from the drawings in the Mission Editor if the drawing is:
-- * A closed shape made with line segments
-- * A closed shape made with a freehand line
-- * A freehand drawn polygon
-- * A rect
-- Use the POLYGON:FindOnMap() of POLYGON:Find() functions for this. You can also create a non existing polygon in memory using the POLYGON:New() function. Pass in a
-- any number of Vec2s into this function to define the shape of the polygon you want.
--
-- You can draw very intricate and complex polygons in the Mission Editor to avoid (or include) map objects. You can then generate random points within this complex
-- shape for spawning groups or checking positions.
--
-- When a POLYGON is made, it's automatically triangulated. The resulting triangles are stored in POLYGON.Triangles. This also immeadiately saves the surface area
-- of the POLYGON. Because the POLYGON is triangulated, it's possible to generate random points within this POLYGON without having to use a trial and error method to see if
-- the point is contained within the shape.
-- Using POLYGON:GetRandomVec2() will result in a truly, non-biased, random Vec2 within the shape. You'll want to use this function most. There's also POLYGON:GetRandomNonWeightedVec2
-- which ignores the size of the triangles in the polygon to pick a random points. This will result in more points clumping together in parts of the polygon where the triangles are
-- the smallest.
---
-- @field #POLYGON
POLYGON = {
ClassName = "POLYGON",
Points = {},
Coords = {},
Triangles = {},
SurfaceArea = 0,
TriangleMarkIDs = {},
OutlineMarkIDs = {},
Angle = nil, -- for arrows
Heading = nil -- for arrows
}
--- Finds a polygon on the map by its name. The polygon must be added in the mission editor.
-- @param #string shape_name Name of the polygon to find
-- @return #POLYGON The found polygon, or nil if not found
function POLYGON:FindOnMap(shape_name)
local self = BASE:Inherit(self, SHAPE_BASE:FindOnMap(shape_name))
for _, layer in pairs(env.mission.drawings.layers) do
for _, object in pairs(layer["objects"]) do
if object["name"] == shape_name then
if (object["primitiveType"] == "Line" and object["closed"] == true) or (object["polygonMode"] == "free") then
for _, point in UTILS.spairs(object["points"]) do
local p = {x = object["mapX"] + point["x"],
y = object["mapY"] + point["y"] }
local coord = COORDINATE:NewFromVec2(p)
self.Points[#self.Points + 1] = p
self.Coords[#self.Coords + 1] = coord
end
elseif object["polygonMode"] == "rect" then
local angle = object["angle"]
local half_width = object["width"] / 2
local half_height = object["height"] / 2
local p1 = UTILS.RotatePointAroundPivot({ x = self.CenterVec2.x - half_height, y = self.CenterVec2.y + half_width }, self.CenterVec2, angle)
local p2 = UTILS.RotatePointAroundPivot({ x = self.CenterVec2.x + half_height, y = self.CenterVec2.y + half_width }, self.CenterVec2, angle)
local p3 = UTILS.RotatePointAroundPivot({ x = self.CenterVec2.x + half_height, y = self.CenterVec2.y - half_width }, self.CenterVec2, angle)
local p4 = UTILS.RotatePointAroundPivot({ x = self.CenterVec2.x - half_height, y = self.CenterVec2.y - half_width }, self.CenterVec2, angle)
self.Points = {p1, p2, p3, p4}
for _, point in pairs(self.Points) do
self.Coords[#self.Coords + 1] = COORDINATE:NewFromVec2(point)
end
elseif object["polygonMode"] == "arrow" then
for _, point in UTILS.spairs(object["points"]) do
local p = {x = object["mapX"] + point["x"],
y = object["mapY"] + point["y"] }
local coord = COORDINATE:NewFromVec2(p)
self.Points[#self.Points + 1] = p
self.Coords[#self.Coords + 1] = coord
end
self.Angle = object["angle"]
self.Heading = UTILS.ClampAngle(self.Angle + 90)
end
end
end
end
if #self.Points == 0 then
return nil
end
self.CenterVec2 = self:GetCentroid()
self.Triangles = self:Triangulate()
self.SurfaceArea = self:__CalculateSurfaceArea()
self.TriangleMarkIDs = {}
self.OutlineMarkIDs = {}
return self
end
--- Creates a polygon from a zone. The zone must be defined in the mission.
-- @param #string zone_name Name of the zone
-- @return #POLYGON The polygon created from the zone, or nil if the zone is not found
function POLYGON:FromZone(zone_name)
for _, zone in pairs(env.mission.triggers.zones) do
if zone["name"] == zone_name then
return POLYGON:New(unpack(zone["verticies"] or {}))
end
end
end
--- Finds a polygon by its name in the database.
-- @param #string shape_name Name of the polygon to find
-- @return #POLYGON The found polygon, or nil if not found
function POLYGON:Find(shape_name)
return _DATABASE:FindShape(shape_name)
end
--- Creates a new polygon from a list of points. Each point is a table with 'x' and 'y' fields.
-- @param #table ... Points of the polygon
-- @return #POLYGON The new polygon
function POLYGON:New(...)
local self = BASE:Inherit(self, SHAPE_BASE:New())
self.Points = {...}
self.Coords = {}
for _, point in UTILS.spairs(self.Points) do
table.insert(self.Coords, COORDINATE:NewFromVec2(point))
end
self.Triangles = self:Triangulate()
self.SurfaceArea = self:__CalculateSurfaceArea()
return self
end
--- Calculates the centroid of the polygon. The centroid is the average of the 'x' and 'y' coordinates of the points.
-- @return #table The centroid of the polygon
function POLYGON:GetCentroid()
local function sum(t)
local total = 0
for _, value in pairs(t) do
total = total + value
end
return total
end
local x_values = {}
local y_values = {}
local length = table.length(self.Points)
for _, point in pairs(self.Points) do
table.insert(x_values, point.x)
table.insert(y_values, point.y)
end
local x = sum(x_values) / length
local y = sum(y_values) / length
return {
["x"] = x,
["y"] = y
}
end
--- Returns the coordinates of the polygon. Each coordinate is a COORDINATE object.
-- @return #table The coordinates of the polygon
function POLYGON:GetCoordinates()
return self.Coords
end
--- Returns the start coordinate of the polygon. The start coordinate is the first point of the polygon.
-- @return #COORDINATE The start coordinate of the polygon
function POLYGON:GetStartCoordinate()
return self.Coords[1]
end
--- Returns the end coordinate of the polygon. The end coordinate is the last point of the polygon.
-- @return #COORDINATE The end coordinate of the polygon
function POLYGON:GetEndCoordinate()
return self.Coords[#self.Coords]
end
--- Returns the start point of the polygon. The start point is the first point of the polygon.
-- @return #table The start point of the polygon
function POLYGON:GetStartPoint()
return self.Points[1]
end
--- Returns the end point of the polygon. The end point is the last point of the polygon.
-- @return #table The end point of the polygon
function POLYGON:GetEndPoint()
return self.Points[#self.Points]
end
--- Returns the points of the polygon. Each point is a table with 'x' and 'y' fields.
-- @return #table The points of the polygon
function POLYGON:GetPoints()
return self.Points
end
--- Calculates the surface area of the polygon. The surface area is the sum of the areas of the triangles that make up the polygon.
-- @return #number The surface area of the polygon
function POLYGON:GetSurfaceArea()
return self.SurfaceArea
end
--- Calculates the bounding box of the polygon. The bounding box is the smallest rectangle that contains the polygon.
-- @return #table The bounding box of the polygon
function POLYGON:GetBoundingBox()
local min_x, min_y, max_x, max_y = self.Points[1].x, self.Points[1].y, self.Points[1].x, self.Points[1].y
for i = 2, #self.Points do
local x, y = self.Points[i].x, self.Points[i].y
if x < min_x then
min_x = x
end
if y < min_y then
min_y = y
end
if x > max_x then
max_x = x
end
if y > max_y then
max_y = y
end
end
return {
{x=min_x, y=min_x}, {x=max_x, y=min_y}, {x=max_x, y=max_y}, {x=min_x, y=max_y}
}
end
--- Triangulates the polygon. The polygon is divided into triangles.
-- @param #table points (optional) Points of the polygon or other points if you're just using the POLYGON class without an object of it
-- @return #table The triangles of the polygon
function POLYGON:Triangulate(points)
points = points or self.Points
local triangles = {}
local function get_orientation(shape_points)
local sum = 0
for i = 1, #shape_points do
local j = i % #shape_points + 1
sum = sum + (shape_points[j].x - shape_points[i].x) * (shape_points[j].y + shape_points[i].y)
end
return sum >= 0 and "clockwise" or "counter-clockwise" -- sum >= 0, return "clockwise", else return "counter-clockwise"
end
local function ensure_clockwise(shape_points)
local orientation = get_orientation(shape_points)
if orientation == "counter-clockwise" then
-- Reverse the order of shape_points so they're clockwise
local reversed = {}
for i = #shape_points, 1, -1 do
table.insert(reversed, shape_points[i])
end
return reversed
end
return shape_points
end
local function is_clockwise(p1, p2, p3)
local cross_product = (p2.x - p1.x) * (p3.y - p1.y) - (p2.y - p1.y) * (p3.x - p1.x)
return cross_product < 0
end
local function divide_recursively(shape_points)
if #shape_points == 3 then
table.insert(triangles, TRIANGLE:New(shape_points[1], shape_points[2], shape_points[3]))
elseif #shape_points > 3 then -- find an ear -> a triangle with no other points inside it
for i, p1 in ipairs(shape_points) do
local p2 = shape_points[(i % #shape_points) + 1]
local p3 = shape_points[(i + 1) % #shape_points + 1]
local triangle = TRIANGLE:New(p1, p2, p3)
local is_ear = true
if not is_clockwise(p1, p2, p3) then
is_ear = false
else
for _, point in ipairs(shape_points) do
if point ~= p1 and point ~= p2 and point ~= p3 and triangle:ContainsPoint(point) then
is_ear = false
break
end
end
end
if is_ear then
-- Check if any point in the original polygon is inside the ear triangle
local is_valid_triangle = true
for _, point in ipairs(points) do
if point ~= p1 and point ~= p2 and point ~= p3 and triangle:ContainsPoint(point) then
is_valid_triangle = false
break
end
end
if is_valid_triangle then
table.insert(triangles, triangle)
local remaining_points = {}
for j, point in ipairs(shape_points) do
if point ~= p2 then
table.insert(remaining_points, point)
end
end
divide_recursively(remaining_points)
break
end
end
end
end
end
points = ensure_clockwise(points)
divide_recursively(points)
return triangles
end
function POLYGON:CovarianceMatrix()
local cx, cy = self:GetCentroid()
local covXX, covYY, covXY = 0, 0, 0
for _, p in ipairs(self.points) do
covXX = covXX + (p.x - cx)^2
covYY = covYY + (p.y - cy)^2
covXY = covXY + (p.x - cx) * (p.y - cy)
end
covXX = covXX / (#self.points - 1)
covYY = covYY / (#self.points - 1)
covXY = covXY / (#self.points - 1)
return covXX, covYY, covXY
end
function POLYGON:Direction()
local covXX, covYY, covXY = self:CovarianceMatrix()
-- Simplified calculation for the largest eigenvector's direction
local theta = 0.5 * math.atan2(2 * covXY, covXX - covYY)
return math.cos(theta), math.sin(theta)
end
--- Returns a random Vec2 within the polygon. The Vec2 is weighted by the areas of the triangles that make up the polygon.
-- @return #table The random Vec2
function POLYGON:GetRandomVec2()
local weights = {}
for _, triangle in pairs(self.Triangles) do
weights[triangle] = triangle.SurfaceArea / self.SurfaceArea
end
local random_weight = math.random()
local accumulated_weight = 0
for triangle, weight in pairs(weights) do
accumulated_weight = accumulated_weight + weight
if accumulated_weight >= random_weight then
return triangle:GetRandomVec2()
end
end
end
--- Returns a random non-weighted Vec2 within the polygon. The Vec2 is chosen from one of the triangles that make up the polygon.
-- @return #table The random non-weighted Vec2
function POLYGON:GetRandomNonWeightedVec2()
return self.Triangles[math.random(1, #self.Triangles)]:GetRandomVec2()
end
--- Checks if a point is contained within the polygon. The point is a table with 'x' and 'y' fields.
-- @param #table point The point to check
-- @param #table points (optional) Points of the polygon or other points if you're just using the POLYGON class without an object of it
-- @return #bool True if the point is contained, false otherwise
function POLYGON:ContainsPoint(point, polygon_points)
local x = point.x
local y = point.y
polygon_points = polygon_points or self.Points
local counter = 0
local num_points = #polygon_points
for current_index = 1, num_points do
local next_index = (current_index % num_points) + 1
local current_x, current_y = polygon_points[current_index].x, polygon_points[current_index].y
local next_x, next_y = polygon_points[next_index].x, polygon_points[next_index].y
if ((current_y > y) ~= (next_y > y)) and (x < (next_x - current_x) * (y - current_y) / (next_y - current_y) + current_x) then
counter = counter + 1
end
end
return counter % 2 == 1
end
--- Draws the polygon on the map. The polygon can be drawn with or without inner triangles. This is just for debugging
-- @param #bool include_inner_triangles Whether to include inner triangles in the drawing
function POLYGON:Draw(include_inner_triangles)
include_inner_triangles = include_inner_triangles or false
for i=1, #self.Coords do
local c1 = self.Coords[i]
local c2 = self.Coords[i % #self.Coords + 1]
table.add(self.OutlineMarkIDs, c1:LineToAll(c2))
end
if include_inner_triangles then
for _, triangle in ipairs(self.Triangles) do
triangle:Draw()
end
end
end
--- Removes the drawing of the polygon from the map.
function POLYGON:RemoveDraw()
for _, triangle in pairs(self.Triangles) do
triangle:RemoveDraw()
end
for _, mark_id in pairs(self.OutlineMarkIDs) do
UTILS.RemoveMark(mark_id)
end
end
--- Calculates the surface area of the polygon. The surface area is the sum of the areas of the triangles that make up the polygon.
-- @return #number The surface area of the polygon
function POLYGON:__CalculateSurfaceArea()
local area = 0
for _, triangle in pairs(self.Triangles) do
area = area + triangle.SurfaceArea
end
return area
end

View File

@@ -1,214 +0,0 @@
--- **Shapes** - Class that serves as the base shapes drawn in the Mission Editor
--
--
-- ### Author: **nielsvaes/coconutcockpit**
--
-- ===
-- @module Shapes.SHAPE_BASE
-- @image CORE_Pathline.png
--- SHAPE_BASE class.
-- @type SHAPE_BASE
-- @field #string ClassName Name of the class.
-- @field #string Name Name of the shape
-- @field #table CenterVec2 Vec2 of the center of the shape, this will be assigned automatically
-- @field #table Points List of 3D points defining the shape, this will be assigned automatically
-- @field #table Coords List of COORDINATE defining the path, this will be assigned automatically
-- @field #table MarkIDs List any MARKIDs this class use, this will be assigned automatically
-- @extends Core.Base#BASE
--- *I'm in love with the shape of you -- Ed Sheeran
--
-- ===
--
-- # SHAPE_BASE
-- The class serves as the base class to deal with these shapes using MOOSE. You should never use this class on its own,
-- rather use:
-- CIRCLE
-- LINE
-- OVAL
-- POLYGON
-- TRIANGLE (although this one's a bit special as well)
--
-- ===
-- The idea is that anything you draw on the map in the Mission Editor can be turned in a shape to work with in MOOSE.
-- This is the base class that all other shape classes are built on. There are some shared functions, most of which are overridden in the derived classes
--
-- @field #SHAPE_BASE
SHAPE_BASE = {
ClassName = "SHAPE_BASE",
Name = "",
CenterVec2 = nil,
Points = {},
Coords = {},
MarkIDs = {},
ColorString = "",
ColorRGBA = {}
}
--- Creates a new instance of SHAPE_BASE.
-- @return #SHAPE_BASE The new instance
function SHAPE_BASE:New()
local self = BASE:Inherit(self, BASE:New())
return self
end
--- Finds a shape on the map by its name.
-- @param #string shape_name Name of the shape to find
-- @return #SHAPE_BASE The found shape
function SHAPE_BASE:FindOnMap(shape_name)
local self = BASE:Inherit(self, BASE:New())
local found = false
for _, layer in pairs(env.mission.drawings.layers) do
for _, object in pairs(layer["objects"]) do
if object["name"] == shape_name then
self.Name = object["name"]
self.CenterVec2 = { x = object["mapX"], y = object["mapY"] }
self.ColorString = object["colorString"]
self.ColorRGBA = UTILS.HexToRGBA(self.ColorString)
found = true
end
end
end
if not found then
self:E("Can't find a shape with name " .. shape_name)
end
return self
end
function SHAPE_BASE:GetAllShapes(filter)
filter = filter or ""
local return_shapes = {}
for _, layer in pairs(env.mission.drawings.layers) do
for _, object in pairs(layer["objects"]) do
if string.contains(object["name"], filter) then
table.add(return_shapes, object)
end
end
end
return return_shapes
end
--- Offsets the shape to a new position.
-- @param #table new_vec2 The new position
function SHAPE_BASE:Offset(new_vec2)
local offset_vec2 = UTILS.Vec2Subtract(new_vec2, self.CenterVec2)
self.CenterVec2 = new_vec2
if self.ClassName == "POLYGON" then
for _, point in pairs(self.Points) do
point.x = point.x + offset_vec2.x
point.y = point.y + offset_vec2.y
end
end
end
--- Gets the name of the shape.
-- @return #string The name of the shape
function SHAPE_BASE:GetName()
return self.Name
end
function SHAPE_BASE:GetColorString()
return self.ColorString
end
function SHAPE_BASE:GetColorRGBA()
return self.ColorRGBA
end
function SHAPE_BASE:GetColorRed()
return self.ColorRGBA.R
end
function SHAPE_BASE:GetColorGreen()
return self.ColorRGBA.G
end
function SHAPE_BASE:GetColorBlue()
return self.ColorRGBA.B
end
function SHAPE_BASE:GetColorAlpha()
return self.ColorRGBA.A
end
--- Gets the center position of the shape.
-- @return #table The center position
function SHAPE_BASE:GetCenterVec2()
return self.CenterVec2
end
--- Gets the center coordinate of the shape.
-- @return #COORDINATE The center coordinate
function SHAPE_BASE:GetCenterCoordinate()
return COORDINATE:NewFromVec2(self.CenterVec2)
end
--- Gets the coordinate of the shape.
-- @return #COORDINATE The coordinate
function SHAPE_BASE:GetCoordinate()
return self:GetCenterCoordinate()
end
--- Checks if a point is contained within the shape.
-- @param #table _ The point to check
-- @return #bool True if the point is contained, false otherwise
function SHAPE_BASE:ContainsPoint(_)
self:E("This needs to be set in the derived class")
end
--- Checks if a unit is contained within the shape.
-- @param #string unit_name The name of the unit to check
-- @return #bool True if the unit is contained, false otherwise
function SHAPE_BASE:ContainsUnit(unit_name)
local unit = UNIT:FindByName(unit_name)
if unit == nil or not unit:IsAlive() then
return false
end
if self:ContainsPoint(unit:GetVec2()) then
return true
end
return false
end
--- Checks if any unit of a group is contained within the shape.
-- @param #string group_name The name of the group to check
-- @return #bool True if any unit of the group is contained, false otherwise
function SHAPE_BASE:ContainsAnyOfGroup(group_name)
local group = GROUP:FindByName(group_name)
if group == nil or not group:IsAlive() then
return false
end
for _, unit in pairs(group:GetUnits()) do
if self:ContainsPoint(unit:GetVec2()) then
return true
end
end
return false
end
--- Checks if all units of a group are contained within the shape.
-- @param #string group_name The name of the group to check
-- @return #bool True if all units of the group are contained, false otherwise
function SHAPE_BASE:ContainsAllOfGroup(group_name)
local group = GROUP:FindByName(group_name)
if group == nil or not group:IsAlive() then
return false
end
for _, unit in pairs(group:GetUnits()) do
if not self:ContainsPoint(unit:GetVec2()) then
return false
end
end
return true
end

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@@ -1,101 +0,0 @@
--- TRIANGLE class with properties and methods for handling triangles. This class is mostly used by the POLYGON class, but you can use it on its own as well
--
-- ### Author: **nielsvaes/coconutcockpit**
--
--
-- ===
-- @module Shapes.TRIANGLE
-- @image MOOSE.JPG
--- LINE class.
-- @type CUBE
-- @field #string ClassName Name of the class.
-- @field #number Points points of the line
-- @field #number Coords coordinates of the line
--
-- ===
---
-- @field #TRIANGLE
TRIANGLE = {
ClassName = "TRIANGLE",
Points = {},
Coords = {},
SurfaceArea = 0
}
--- Creates a new triangle from three points. The points need to be given as Vec2s
-- @param #table p1 The first point of the triangle
-- @param #table p2 The second point of the triangle
-- @param #table p3 The third point of the triangle
-- @return #TRIANGLE The new triangle
function TRIANGLE:New(p1, p2, p3)
local self = BASE:Inherit(self, SHAPE_BASE:New())
self.Points = {p1, p2, p3}
local center_x = (p1.x + p2.x + p3.x) / 3
local center_y = (p1.y + p2.y + p3.y) / 3
self.CenterVec2 = {x=center_x, y=center_y}
for _, pt in pairs({p1, p2, p3}) do
table.add(self.Coords, COORDINATE:NewFromVec2(pt))
end
self.SurfaceArea = math.abs((p2.x - p1.x) * (p3.y - p1.y) - (p3.x - p1.x) * (p2.y - p1.y)) * 0.5
self.MarkIDs = {}
return self
end
--- Checks if a point is contained within the triangle.
-- @param #table pt The point to check
-- @param #table points (optional) The points of the triangle, or 3 other points if you're just using the TRIANGLE class without an object of it
-- @return #bool True if the point is contained, false otherwise
function TRIANGLE:ContainsPoint(pt, points)
points = points or self.Points
local function sign(p1, p2, p3)
return (p1.x - p3.x) * (p2.y - p3.y) - (p2.x - p3.x) * (p1.y - p3.y)
end
local d1 = sign(pt, self.Points[1], self.Points[2])
local d2 = sign(pt, self.Points[2], self.Points[3])
local d3 = sign(pt, self.Points[3], self.Points[1])
local has_neg = (d1 < 0) or (d2 < 0) or (d3 < 0)
local has_pos = (d1 > 0) or (d2 > 0) or (d3 > 0)
return not (has_neg and has_pos)
end
--- Returns a random Vec2 within the triangle.
-- @param #table points The points of the triangle, or 3 other points if you're just using the TRIANGLE class without an object of it
-- @return #table The random Vec2
function TRIANGLE:GetRandomVec2(points)
points = points or self.Points
local pt = {math.random(), math.random()}
table.sort(pt)
local s = pt[1]
local t = pt[2] - pt[1]
local u = 1 - pt[2]
return {x = s * points[1].x + t * points[2].x + u * points[3].x,
y = s * points[1].y + t * points[2].y + u * points[3].y}
end
--- Draws the triangle on the map, just for debugging
function TRIANGLE:Draw()
for i=1, #self.Coords do
local c1 = self.Coords[i]
local c2 = self.Coords[i % #self.Coords + 1]
table.add(self.MarkIDs, c1:LineToAll(c2))
end
end
--- Removes the drawing of the triangle from the map.
function TRIANGLE:RemoveDraw()
for _, mark_id in pairs(self.MarkIDs) do
UTILS.RemoveMark(mark_id)
end
end

View File

@@ -30,10 +30,6 @@
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Sound/Radio)
--
-- ===
--
-- ### Authors: Hugues "Grey_Echo" Bousquet, funkyfranky
--
-- @module Sound.Radio
@@ -97,7 +93,6 @@ RADIO = {
Power = 100,
Loop = false,
alias = nil,
moduhasbeenset = false,
}
--- Create a new RADIO Object. This doesn't broadcast a transmission, though, use @{#RADIO.Broadcast} to actually broadcast.
@@ -168,13 +163,12 @@ function RADIO:SetFrequency(Frequency)
self:F2(Frequency)
if type(Frequency) == "number" then
-- If frequency is in range
--if (Frequency >= 30 and Frequency <= 87.995) or (Frequency >= 108 and Frequency <= 173.995) or (Frequency >= 225 and Frequency <= 399.975) then
-- Convert frequency from MHz to Hz
self.Frequency = Frequency
self.HertzFrequency = Frequency * 1000000
self.Frequency = Frequency * 1000000
-- If the RADIO is attached to a UNIT or a GROUP, we need to send the DCS Command "SetFrequency" to change the UNIT or GROUP frequency
if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then
@@ -182,7 +176,7 @@ function RADIO:SetFrequency(Frequency)
local commandSetFrequency={
id = "SetFrequency",
params = {
frequency = self.HertzFrequency,
frequency = self.Frequency,
modulation = self.Modulation,
}
}
@@ -199,7 +193,7 @@ function RADIO:SetFrequency(Frequency)
return self
end
--- Set AM or FM modulation of the radio transmitter. Set this before you set a frequency!
--- Set AM or FM modulation of the radio transmitter.
-- @param #RADIO self
-- @param #number Modulation Modulation is either radio.modulation.AM or radio.modulation.FM.
-- @return #RADIO self
@@ -208,10 +202,6 @@ function RADIO:SetModulation(Modulation)
if type(Modulation) == "number" then
if Modulation == radio.modulation.AM or Modulation == radio.modulation.FM then --TODO Maybe make this future proof if ED decides to add an other modulation ?
self.Modulation = Modulation
if self.moduhasbeenset == false and Modulation == radio.modulation.FM then -- override default
self:SetFrequency(self.Frequency)
end
self.moduhasbeenset = true
return self
end
end

View File

@@ -268,7 +268,7 @@ function RADIOQUEUE:NewTransmission(filename, duration, path, tstart, interval,
return nil
end
if type(duration)~="number" then
self:E(self.lid..string.format("ERROR: Duration specified is NOT a number but type=%s. Filename=%s, duration=%s", type(duration), tostring(filename), tostring(duration)))
self:E(self.lid.."ERROR: Duration specified is NOT a number.")
return nil
end
@@ -361,7 +361,6 @@ end
-- @param #RADIOQUEUE self
-- @param #RADIOQUEUE.Transmission transmission The transmission.
function RADIOQUEUE:Broadcast(transmission)
self:T("Broadcast")
if ((transmission.soundfile and transmission.soundfile.useSRS) or transmission.soundtext) and self.msrs then
self:_BroadcastSRS(transmission)
@@ -380,8 +379,7 @@ function RADIOQUEUE:Broadcast(transmission)
self:T(self.lid..string.format("Broadcasting from aircraft %s", sender:GetName()))
--if not self.senderinit then
-- TODO Seems to be a DCS bug - if I explode ANY unit in a group the BC assignment gets lost
if not self.senderinit then
-- Command to set the Frequency for the transmission.
local commandFrequency={
@@ -395,7 +393,7 @@ function RADIOQUEUE:Broadcast(transmission)
sender:SetCommand(commandFrequency)
self.senderinit=true
--end
end
-- Set subtitle only if duration>0 sec.
local subtitle=nil
@@ -427,7 +425,7 @@ function RADIOQUEUE:Broadcast(transmission)
else
-- Broadcasting from carrier. No subtitle possible. Need to send messages to players.
self:T(self.lid..string.format("Broadcasting via trigger.action.radioTransmission()"))
self:T(self.lid..string.format("Broadcasting via trigger.action.radioTransmission()."))
-- Position from where to transmit.
local vec3=nil
@@ -455,8 +453,6 @@ function RADIOQUEUE:Broadcast(transmission)
local text=string.format("file=%s, freq=%.2f MHz, duration=%.2f sec, subtitle=%s", filename, self.frequency/1000000, transmission.duration, transmission.subtitle or "")
MESSAGE:New(string.format(text, filename, transmission.duration, transmission.subtitle or ""), 5, "RADIOQUEUE "..self.alias):ToAll()
end
else
self:E("ERROR: Could not get vec3 to determine transmission origin! Did you specify a sender and is it still alive?")
end
end
@@ -486,6 +482,7 @@ end
--- Check radio queue for transmissions to be broadcasted.
-- @param #RADIOQUEUE self
function RADIOQUEUE:_CheckRadioQueue()
--env.info("FF check radio queue "..self.alias)
-- Check if queue is empty.
if #self.queue==0 then

View File

@@ -14,7 +14,7 @@
--
-- ===
--
-- ## Example Missions: [GitHub](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Sound/MSRS).
-- ## Example Missions: [GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Sound/MSRS).
--
-- ===
--
@@ -52,7 +52,6 @@
-- @field #table poptions Provider options. Each element is a data structure of type `MSRS.ProvierOptions`.
-- @field #string provider Provider of TTS (win, gcloud, azure, amazon).
-- @field #string backend Backend used as interface to SRS (MSRS.Backend.SRSEXE or MSRS.Backend.GRPC).
-- @field #boolean UsePowerShell Use PowerShell to execute the command and not cmd.exe
-- @extends Core.Base#BASE
--- *It is a very sad thing that nowadays there is so little useless information.* - Oscar Wilde
@@ -257,156 +256,26 @@ MSRS = {
ConfigFilePath = "Config\\",
ConfigLoaded = false,
poptions = {},
UsePowerShell = false,
}
--- MSRS class version.
-- @field #string version
MSRS.version="0.3.3"
MSRS.version="0.3.0"
--- Voices
-- @type MSRS.Voices
MSRS.Voices = {
Amazon = {
Generative = {
en_AU = {
Olivia = "Olivia",
},
en_GB = {
Amy = "Amy",
},
en_US = {
Danielle = "Danielle",
Joanna = "Joanna",
Ruth = "Ruth",
Stephen = "Stephen",
},
fr_FR = {
["Léa"] = "Léa",
["Rémi"] = "Rémi",
},
de_DE = {
Vicki = "Vicki",
Daniel = "Daniel",
},
it_IT = {
Bianca = "Bianca",
Adriano = "Adriano",
},
es_ES = {
Lucia = "Lucia",
Sergio = "Sergio",
},
},
LongForm = {
en_US = {
Danielle = "Danielle",
Gregory = "Gregory",
Ivy = "Ivy",
Ruth = "Ruth",
Patrick = "Patrick",
},
es_ES = {
Alba = "Alba",
["Raúl"] = "Raúl",
},
},
Neural = {
en_AU = {
Olivia = "Olivia",
},
en_GB = {
Amy = "Amy",
Emma = "Emma",
Brian = "Brian",
Arthur = "Arthur",
},
en_US = {
Danielle = "Danielle",
Gregory = "Gregory",
Ivy = "Ivy",
Joanna = "Joanna",
Kendra = "Kendra",
Kimberly = "Kimberly",
Salli = "Salli",
Joey = "Joey",
Kevin = "Kevin",
Ruth = "Ruth",
Stephen = "Stephen",
},
fr_FR = {
["Léa"] = "Léa",
["Rémi"] = "Rémi",
},
de_DE = {
Vicki = "Vicki",
Daniel = "Daniel",
},
it_IT = {
Bianca = "Bianca",
Adriano = "Adriano",
},
es_ES = {
Lucia = "Lucia",
Sergio = "Sergio",
},
},
Standard = {
en_AU = {
Nicole = "Nicole",
Russel = "Russel",
},
en_GB = {
Amy = "Amy",
Emma = "Emma",
Brian = "Brian",
},
en_IN = {
Aditi = "Aditi",
Raveena = "Raveena",
},
en_US = {
Ivy = "Ivy",
Joanna = "Joanna",
Kendra = "Kendra",
Kimberly = "Kimberly",
Salli = "Salli",
Joey = "Joey",
Kevin = "Kevin",
},
fr_FR = {
Celine = "Celine",
["Léa"] = "Léa",
Mathieu = "Mathieu",
},
de_DE = {
Marlene = "Marlene",
Vicki = "Vicki",
Hans = "Hans",
},
it_IT = {
Carla = "Carla",
Bianca = "Bianca",
Giorgio = "Giorgio",
},
es_ES = {
Conchita = "Conchita",
Lucia = "Lucia",
Enrique = "Enrique",
},
},
},
Microsoft = { -- working ones if not using gRPC and MS
["Hedda"] = "Microsoft Hedda Desktop", -- de-DE
["Hazel"] = "Microsoft Hazel Desktop", -- en-GB
["David"] = "Microsoft David Desktop", -- en-US
["Zira"] = "Microsoft Zira Desktop", -- en-US
["Hortense"] = "Microsoft Hortense Desktop", --fr-FR
["de_DE_Hedda"] = "Microsoft Hedda Desktop", -- de-DE
["en_GB_Hazel"] = "Microsoft Hazel Desktop", -- en-GB
["en_US_David"] = "Microsoft David Desktop", -- en-US
["en_US_Zira"] = "Microsoft Zira Desktop", -- en-US
["fr_FR_Hortense"] = "Microsoft Hortense Desktop", --fr-FR
["de-DE-Hedda"] = "Microsoft Hedda Desktop", -- de-DE
["en-GB-Hazel"] = "Microsoft Hazel Desktop", -- en-GB
["en-US-David"] = "Microsoft David Desktop", -- en-US
["en-US-Zira"] = "Microsoft Zira Desktop", -- en-US
["fr-FR-Hortense"] = "Microsoft Hortense Desktop", --fr-FR
},
MicrosoftGRPC = { -- en-US/GB voices only as of Jan 2024, working ones if using gRPC and MS, if voice packs are installed
--["Hedda"] = "Hedda", -- de-DE
@@ -435,7 +304,8 @@ MSRS.Voices = {
["en_CA_Linda"] = "Linda", --en-CA
["en_IN_Ravi"] = "Ravi", --en-IN
["en_IN_Heera"] = "Heera", --en-IN
["en_IR_Sean"] = "Sean", --en-IR
["en_IR_Sean"] = "Sean", --en-IR
--]]
},
Google = {
Standard = {
@@ -447,14 +317,11 @@ MSRS.Voices = {
["en_IN_Standard_B"] = 'en-IN-Standard-B', -- [6] MALE
["en_IN_Standard_C"] = 'en-IN-Standard-C', -- [7] MALE
["en_IN_Standard_D"] = 'en-IN-Standard-D', -- [8] FEMALE
-- 2025 changes
["en_GB_Standard_A"] = 'en-GB-Standard-N', -- [9] FEMALE
["en_GB_Standard_B"] = 'en-GB-Standard-O', -- [10] MALE
["en_GB_Standard_C"] = 'en-GB-Standard-N', -- [11] FEMALE
["en_GB_Standard_D"] = 'en-GB-Standard-O', -- [12] MALE
["en_GB_Standard_F"] = 'en-GB-Standard-N', -- [13] FEMALE
["en_GB_Standard_O"] = 'en-GB-Standard-O', -- [12] MALE
["en_GB_Standard_N"] = 'en-GB-Standard-N', -- [13] FEMALE
["en_GB_Standard_A"] = 'en-GB-Standard-A', -- [9] FEMALE
["en_GB_Standard_B"] = 'en-GB-Standard-B', -- [10] MALE
["en_GB_Standard_C"] = 'en-GB-Standard-C', -- [11] FEMALE
["en_GB_Standard_D"] = 'en-GB-Standard-D', -- [12] MALE
["en_GB_Standard_F"] = 'en-GB-Standard-F', -- [13] FEMALE
["en_US_Standard_A"] = 'en-US-Standard-A', -- [14] MALE
["en_US_Standard_B"] = 'en-US-Standard-B', -- [15] MALE
["en_US_Standard_C"] = 'en-US-Standard-C', -- [16] FEMALE
@@ -465,36 +332,25 @@ MSRS.Voices = {
["en_US_Standard_H"] = 'en-US-Standard-H', -- [21] FEMALE
["en_US_Standard_I"] = 'en-US-Standard-I', -- [22] MALE
["en_US_Standard_J"] = 'en-US-Standard-J', -- [23] MALE
-- 2025 catalog changes
["fr_FR_Standard_A"] = "fr-FR-Standard-F", -- Female
["fr_FR_Standard_B"] = "fr-FR-Standard-G", -- Male
["fr_FR_Standard_C"] = "fr-FR-Standard-F", -- Female
["fr_FR_Standard_D"] = "fr-FR-Standard-G", -- Male
["fr_FR_Standard_E"] = "fr-FR-Standard-F", -- Female
["fr_FR_Standard_G"] = "fr-FR-Standard-G", -- Male
["fr_FR_Standard_F"] = "fr-FR-Standard-F", -- Female
-- 2025 catalog changes
["de_DE_Standard_A"] = "de-DE-Standard-G", -- Female
["de_DE_Standard_B"] = "de-DE-Standard-H", -- Male
["de_DE_Standard_C"] = "de-DE-Standard-G", -- Female
["de_DE_Standard_D"] = "de-DE-Standard-H", -- Male
["de_DE_Standard_E"] = "de-DE-Standard-H", -- Male
["de_DE_Standard_F"] = "de-DE-Standard-G", -- Female
["de_DE_Standard_H"] = "de-DE-Standard-H", -- Male
["de_DE_Standard_G"] = "de-DE-Standard-G", -- Female
["es_ES_Standard_A"] = "es-ES-Standard-E", -- Female
["es_ES_Standard_B"] = "es-ES-Standard-F", -- Male
["es_ES_Standard_C"] = "es-ES-Standard-E", -- Female
["es_ES_Standard_D"] = "es-ES-Standard-F", -- Male
["es_ES_Standard_E"] = "es-ES-Standard-E", -- Female
["es_ES_Standard_F"] = "es-ES-Standard-F", -- Male
-- 2025 catalog changes
["it_IT_Standard_A"] = "it-IT-Standard-E", -- Female
["it_IT_Standard_B"] = "it-IT-Standard-E", -- Female
["it_IT_Standard_C"] = "it-IT-Standard-F", -- Male
["it_IT_Standard_D"] = "it-IT-Standard-F", -- Male
["it_IT_Standard_E"] = "it-IT-Standard-E", -- Female
["it_IT_Standard_F"] = "it-IT-Standard-F", -- Male
["fr_FR_Standard_A"] = "fr-FR-Standard-A", -- Female
["fr_FR_Standard_B"] = "fr-FR-Standard-B", -- Male
["fr_FR_Standard_C"] = "fr-FR-Standard-C", -- Female
["fr_FR_Standard_D"] = "fr-FR-Standard-D", -- Male
["fr_FR_Standard_E"] = "fr-FR-Standard-E", -- Female
["de_DE_Standard_A"] = "de-DE-Standard-A", -- Female
["de_DE_Standard_B"] = "de-DE-Standard-B", -- Male
["de_DE_Standard_C"] = "de-DE-Standard-C", -- Female
["de_DE_Standard_D"] = "de-DE-Standard-D", -- Male
["de_DE_Standard_E"] = "de-DE-Standard-E", -- Male
["de_DE_Standard_F"] = "de-DE-Standard-F", -- Female
["es_ES_Standard_A"] = "es-ES-Standard-A", -- Female
["es_ES_Standard_B"] = "es-ES-Standard-B", -- Male
["es_ES_Standard_C"] = "es-ES-Standard-C", -- Female
["es_ES_Standard_D"] = "es-ES-Standard-D", -- Female
["it_IT_Standard_A"] = "it-IT-Standard-A", -- Female
["it_IT_Standard_B"] = "it-IT-Standard-B", -- Female
["it_IT_Standard_C"] = "it-IT-Standard-C", -- Male
["it_IT_Standard_D"] = "it-IT-Standard-D", -- Male
},
Wavenet = {
["en_AU_Wavenet_A"] = 'en-AU-Wavenet-A', -- [1] FEMALE
@@ -505,14 +361,11 @@ MSRS.Voices = {
["en_IN_Wavenet_B"] = 'en-IN-Wavenet-B', -- [6] MALE
["en_IN_Wavenet_C"] = 'en-IN-Wavenet-C', -- [7] MALE
["en_IN_Wavenet_D"] = 'en-IN-Wavenet-D', -- [8] FEMALE
-- 2025 changes
["en_GB_Wavenet_A"] = 'en-GB-Wavenet-N', -- [9] FEMALE
["en_GB_Wavenet_B"] = 'en-GB-Wavenet-O', -- [10] MALE
["en_GB_Wavenet_C"] = 'en-GB-Wavenet-N', -- [11] FEMALE
["en_GB_Wavenet_D"] = 'en-GB-Wavenet-O', -- [12] MALE
["en_GB_Wavenet_F"] = 'en-GB-Wavenet-N', -- [13] FEMALE
["en_GB_Wavenet_O"] = 'en-GB-Wavenet-O', -- [12] MALE
["en_GB_Wavenet_N"] = 'en-GB-Wavenet-N', -- [13] FEMALE
["en_GB_Wavenet_A"] = 'en-GB-Wavenet-A', -- [9] FEMALE
["en_GB_Wavenet_B"] = 'en-GB-Wavenet-B', -- [10] MALE
["en_GB_Wavenet_C"] = 'en-GB-Wavenet-C', -- [11] FEMALE
["en_GB_Wavenet_D"] = 'en-GB-Wavenet-D', -- [12] MALE
["en_GB_Wavenet_F"] = 'en-GB-Wavenet-F', -- [13] FEMALE
["en_US_Wavenet_A"] = 'en-US-Wavenet-A', -- [14] MALE
["en_US_Wavenet_B"] = 'en-US-Wavenet-B', -- [15] MALE
["en_US_Wavenet_C"] = 'en-US-Wavenet-C', -- [16] FEMALE
@@ -523,35 +376,24 @@ MSRS.Voices = {
["en_US_Wavenet_H"] = 'en-US-Wavenet-H', -- [21] FEMALE
["en_US_Wavenet_I"] = 'en-US-Wavenet-I', -- [22] MALE
["en_US_Wavenet_J"] = 'en-US-Wavenet-J', -- [23] MALE
-- 2025 catalog changes
["fr_FR_Wavenet_A"] = "fr-FR-Wavenet-F", -- Female
["fr_FR_Wavenet_B"] = "fr-FR-Wavenet-G", -- Male
["fr_FR_Wavenet_C"] = "fr-FR-Wavenet-F", -- Female
["fr_FR_Wavenet_D"] = "fr-FR-Wavenet-G", -- Male
["fr_FR_Wavenet_E"] = "fr-FR-Wavenet-F", -- Female
["fr_FR_Wavenet_G"] = "fr-FR-Wavenet-G", -- Male
["fr_FR_Wavenet_F"] = "fr-FR-Wavenet-F", -- Female
-- 2025 catalog changes
["de_DE_Wavenet_A"] = "de-DE-Wavenet-G", -- Female
["de_DE_Wavenet_B"] = "de-DE-Wavenet-H", -- Male
["de_DE_Wavenet_C"] = "de-DE-Wavenet-G", -- Female
["de_DE_Wavenet_D"] = "de-DE-Wavenet-H", -- Male
["de_DE_Wavenet_E"] = "de-DE-Wavenet-H", -- Male
["de_DE_Wavenet_F"] = "de-DE-Wavenet-G", -- Female
["de_DE_Wavenet_H"] = "de-DE-Wavenet-H", -- Male
["de_DE_Wavenet_G"] = "de-DE-Wavenet-G", -- Female
["es_ES_Wavenet_B"] = "es-ES-Wavenet-E", -- Male
["es_ES_Wavenet_C"] = "es-ES-Wavenet-F", -- Female
["es_ES_Wavenet_D"] = "es-ES-Wavenet-E", -- Female
["es_ES_Wavenet_E"] = "es-ES-Wavenet-E", -- Male
["es_ES_Wavenet_F"] = "es-ES-Wavenet-F", -- Female
-- 2025 catalog changes
["it_IT_Wavenet_A"] = "it-IT-Wavenet-E", -- Female
["it_IT_Wavenet_B"] = "it-IT-Wavenet-E", -- Female
["it_IT_Wavenet_C"] = "it-IT-Wavenet-F", -- Male
["it_IT_Wavenet_D"] = "it-IT-Wavenet-F", -- Male
["it_IT_Wavenet_E"] = "it-IT-Wavenet-E", -- Female
["it_IT_Wavenet_F"] = "it-IT-Wavenet-F", -- Male
["fr_FR_Wavenet_A"] = "fr-FR-Wavenet-A", -- Female
["fr_FR_Wavenet_B"] = "fr-FR-Wavenet-B", -- Male
["fr_FR_Wavenet_C"] = "fr-FR-Wavenet-C", -- Female
["fr_FR_Wavenet_D"] = "fr-FR-Wavenet-D", -- Male
["fr_FR_Wavenet_E"] = "fr-FR-Wavenet-E", -- Female
["de_DE_Wavenet_A"] = "de-DE-Wavenet-A", -- Female
["de_DE_Wavenet_B"] = "de-DE-Wavenet-B", -- Male
["de_DE_Wavenet_C"] = "de-DE-Wavenet-C", -- Female
["de_DE_Wavenet_D"] = "de-DE-Wavenet-D", -- Male
["de_DE_Wavenet_E"] = "de-DE-Wavenet-E", -- Male
["de_DE_Wavenet_F"] = "de-DE-Wavenet-F", -- Female
["es_ES_Wavenet_B"] = "es-ES-Wavenet-B", -- Male
["es_ES_Wavenet_C"] = "es-ES-Wavenet-C", -- Female
["es_ES_Wavenet_D"] = "es-ES-Wavenet-D", -- Female
["it_IT_Wavenet_A"] = "it-IT-Wavenet-A", -- Female
["it_IT_Wavenet_B"] = "it-IT-Wavenet-B", -- Female
["it_IT_Wavenet_C"] = "it-IT-Wavenet-C", -- Male
["it_IT_Wavenet_D"] = "it-IT-Wavenet-D", -- Male
} ,
},
}
@@ -632,7 +474,7 @@ end
-- set the path to the exe file via @{#MSRS.SetPath}.
--
-- @param #MSRS self
-- @param #string Path Path to SRS directory. Default `C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio`.
-- @param #string Path Path to SRS directory. Default `C:\\Program Files\\DCS-SimpleRadio-Standalone`.
-- @param #number Frequency Radio frequency in MHz. Default 143.00 MHz. Can also be given as a #table of multiple frequencies.
-- @param #number Modulation Radio modulation: 0=AM (default), 1=FM. See `radio.modulation.AM` and `radio.modulation.FM` enumerators. Can also be given as a #table of multiple modulations.
-- @param #string Backend Backend used: `MSRS.Backend.SRSEXE` (default) or `MSRS.Backend.GRPC`.
@@ -747,7 +589,7 @@ function MSRS:SetBackendSRSEXE()
end
--- Set the default backend.
-- @param #string Backend
-- @param #MSRS self
function MSRS.SetDefaultBackend(Backend)
MSRS.backend=Backend or MSRS.Backend.SRSEXE
end
@@ -767,13 +609,13 @@ end
--- Set path to SRS install directory. More precisely, path to where the `DCS-SR-ExternalAudio.exe` is located.
-- @param #MSRS self
-- @param #string Path Path to the directory, where the sound file is located. Default is `C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio`.
-- @param #string Path Path to the directory, where the sound file is located. Default is `C:\\Program Files\\DCS-SimpleRadio-Standalone`.
-- @return #MSRS self
function MSRS:SetPath(Path)
self:F( {Path=Path} )
-- Set path.
self.path=Path or "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
self.path=Path or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
-- Remove (back)slashes.
local n=1 ; local nmax=1000
@@ -982,7 +824,7 @@ function MSRS:SetVoiceProvider(Voice, Provider)
self:F( {Voice=Voice, Provider=Provider} )
self.poptions=self.poptions or {}
self.poptions[Provider or self:GetProvider()].voice=Voice
self.poptions[Provider or self:GetProvider()]=Voice
return self
end
@@ -1103,7 +945,7 @@ end
-- - `MSRS.Provider.WINDOWS`: Microsoft Windows (default)
-- - `MSRS.Provider.GOOGLE`: Google Cloud
-- - `MSRS.Provider.AZURE`: Microsoft Azure (only with DCS-gRPC backend)
-- - `MSRS.Provier.AMAZON`: Amazon Web Service (only with DCS-gRPC backend)
-- - `MSRS.Provier.AMAZON`: Amazone Web Service (only with DCS-gRPC backend)
--
-- Note that all providers except Microsoft Windows need as additonal information the credentials of your account.
--
@@ -1313,8 +1155,7 @@ function MSRS:PlaySoundFile(Soundfile, Delay)
-- Append file.
command=command..' --file="'..tostring(soundfile)..'"'
command=string.gsub(command,"--ssml","-h")
-- Execute command.
self:_ExecCommand(command)
@@ -1397,7 +1238,7 @@ function MSRS:PlayTextExt(Text, Delay, Frequencies, Modulations, Gender, Culture
self:T({Text, Delay, Frequencies, Modulations, Gender, Culture, Voice, Volume, Label, Coordinate} )
if Delay and Delay>0 then
self:ScheduleOnce(Delay, self.PlayTextExt, self, Text, 0, Frequencies, Modulations, Gender, Culture, Voice, Volume, Label, Coordinate)
self:ScheduleOnce(Delay, MSRS.PlayTextExt, self, Text, 0, Frequencies, Modulations, Gender, Culture, Voice, Volume, Label, Coordinate)
else
Frequencies = Frequencies or self:GetFrequencies()
@@ -1535,25 +1376,20 @@ function MSRS:_GetCommand(freqs, modus, coal, gender, voice, culture, volume, sp
modus=modus:gsub("1", "FM")
-- Command.
local pwsh = string.format('Start-Process -WindowStyle Hidden -WorkingDirectory \"%s\" -FilePath \"%s\" -ArgumentList \'-f "%s" -m "%s" -c %s -p %s -n "%s" -v "%.1f"', path, exe, freqs, modus, coal, port, label,volume )
local command=string.format('"%s\\%s" -f "%s" -m "%s" -c %s -p %s -n "%s" -v "%.1f"', path, exe, freqs, modus, coal, port, label,volume)
-- Set voice or gender/culture.
if voice and self.UsePowerShell ~= true then
if voice then
-- Use a specific voice (no need for gender and/or culture.
command=command..string.format(" --voice=\"%s\"", tostring(voice))
pwsh=pwsh..string.format(" --voice=\"%s\"", tostring(voice))
else
-- Add gender.
if gender and gender~="female" then
command=command..string.format(" -g %s", tostring(gender))
pwsh=pwsh..string.format(" -g %s", tostring(gender))
end
-- Add culture.
if culture and culture~="en-GB" then
command=command..string.format(" -l %s", tostring(culture))
pwsh=pwsh..string.format(" -l %s", tostring(culture))
end
end
@@ -1561,18 +1397,16 @@ function MSRS:_GetCommand(freqs, modus, coal, gender, voice, culture, volume, sp
if coordinate then
local lat,lon,alt=self:_GetLatLongAlt(coordinate)
command=command..string.format(" -L %.4f -O %.4f -A %d", lat, lon, alt)
pwsh=pwsh..string.format(" -L %.4f -O %.4f -A %d", lat, lon, alt)
end
-- Set provider options
if self.provider==MSRS.Provider.GOOGLE then
local pops=self:GetProviderOptions()
command=command..string.format(' --ssml -G "%s"', pops.credentials)
pwsh=pwsh..string.format(' --ssml -G "%s"', pops.credentials)
elseif self.provider==MSRS.Provider.WINDOWS then
-- Nothing to do.
else
self:E("ERROR: SRS only supports WINDOWS and GOOGLE as TTS providers! Use DCS-gRPC backend for other providers such as AWS and Azure.")
self:E("ERROR: SRS only supports WINWOWS and GOOGLE as TTS providers! Use DCS-gRPC backend for other providers such as ")
end
if not UTILS.FileExists(fullPath) then
@@ -1582,12 +1416,8 @@ function MSRS:_GetCommand(freqs, modus, coal, gender, voice, culture, volume, sp
-- Debug output.
self:T("MSRS command from _GetCommand="..command)
if self.UsePowerShell == true then
return pwsh
else
return command
end
return command
end
--- Execute SRS command to play sound using the `DCS-SR-ExternalAudio.exe`.
@@ -1595,7 +1425,7 @@ end
-- @param #string command Command to executer
-- @return #number Return value of os.execute() command.
function MSRS:_ExecCommand(command)
self:T2( {command=command} )
self:F( {command=command} )
-- Skip this function if _GetCommand was not able to find the executable
if string.find(command, "CommandNotFound") then return 0 end
@@ -1603,13 +1433,7 @@ function MSRS:_ExecCommand(command)
local batContent = command.." && exit"
-- Create a tmp file.
local filename=os.getenv('TMP').."\\MSRS-"..MSRS.uuid()..".bat"
if self.UsePowerShell == true then
filename=os.getenv('TMP').."\\MSRS-"..MSRS.uuid()..".ps1"
batContent = command .. "\'"
self:T({batContent=batContent})
end
local script=io.open(filename, "w+")
script:write(batContent)
script:close()
@@ -1618,7 +1442,7 @@ function MSRS:_ExecCommand(command)
self:T("MSRS batch content: "..batContent)
local res=nil
if self.UsePowerShell ~= true then
if true then
-- Create a tmp file.
local filenvbs = os.getenv('TMP') .. "\\MSRS-"..MSRS.uuid()..".vbs"
@@ -1646,20 +1470,23 @@ function MSRS:_ExecCommand(command)
timer.scheduleFunction(os.remove, filenvbs, timer.getTime()+1)
self:T("MSRS vbs and batch file removed")
elseif self.UsePowerShell == true then
elseif false then
-- Create a tmp file.
local filenvbs = os.getenv('TMP') .. "\\MSRS-"..MSRS.uuid()..".vbs"
-- VBS script
local script = io.open(filenvbs, "w+")
script:write(string.format('Set oShell = CreateObject ("Wscript.Shell")\n'))
script:write(string.format('Dim strArgs\n'))
script:write(string.format('strArgs = "cmd /c %s"\n', filename))
script:write(string.format('oShell.Run strArgs, 0, false'))
script:close()
local runvbs=string.format('cscript.exe //Nologo //B "%s"', filenvbs)
local pwsh = string.format('start /min "" powershell.exe -ExecutionPolicy Unrestricted -WindowStyle Hidden -Command "%s"',filename)
--env.info("[MSRS] TextToSpeech Command :\n" .. pwsh.."\n")
if string.len(pwsh) > 255 then
self:E("[MSRS] - pwsh string too long")
end
-- Play file in 0.01 seconds
res=os.execute(pwsh)
-- Remove file in 1 second.
timer.scheduleFunction(os.remove, filename, timer.getTime()+1)
res=os.execute(runvbs)
else
-- Play command.
@@ -1733,8 +1560,8 @@ end
function MSRS:_DCSgRPCtts(Text, Frequencies, Gender, Culture, Voice, Volume, Label, Coordinate)
-- Debug info.
self:T("MSRS_BACKEND_DCSGRPC:_DCSgRPCtts()")
self:T({Text, Frequencies, Gender, Culture, Voice, Volume, Label, Coordinate})
self:F("MSRS_BACKEND_DCSGRPC:_DCSgRPCtts()")
self:F({Text, Frequencies, Gender, Culture, Voice, Volume, Label, Coordinate})
local options = {} -- #MSRS.GRPCOptions
@@ -1760,6 +1587,7 @@ function MSRS:_DCSgRPCtts(Text, Frequencies, Gender, Culture, Voice, Volume, Lab
-- Provider (win, gcloud, ...)
local provider = self.provider or MSRS.Provider.WINDOWS
self:F({provider=provider})
-- Provider options: voice, credentials
options.provider = {}
@@ -1767,7 +1595,7 @@ function MSRS:_DCSgRPCtts(Text, Frequencies, Gender, Culture, Voice, Volume, Lab
-- Voice
Voice=Voice or self:GetVoice(self.provider) or self.voice
if Voice then
-- We use a specific voice
options.provider[provider].voice = Voice
@@ -1790,11 +1618,11 @@ function MSRS:_DCSgRPCtts(Text, Frequencies, Gender, Culture, Voice, Volume, Lab
ssml=string.format("<voice%s%s>%s</voice>", gender, language, Text)
end
end
for _,freq in pairs(Frequencies) do
self:T("Calling GRPC.tts with the following parameter:")
self:T({ssml=ssml, freq=freq, options=options})
self:T(options.provider[provider])
self:F("Calling GRPC.tts with the following parameter:")
self:F({ssml=ssml, freq=freq, options=options})
self:F(options.provider[provider])
GRPC.tts(ssml, freq*1e6, options)
end
@@ -1817,7 +1645,7 @@ end
--
-- -- Moose MSRS default Config
-- MSRS_Config = {
-- Path = "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio", -- Path to SRS install directory.
-- Path = "C:\\Program Files\\DCS-SimpleRadio-Standalone", -- Path to SRS install directory.
-- Port = 5002, -- Port of SRS server. Default 5002.
-- Backend = "srsexe", -- Interface to SRS: "srsexe" or "grpc".
-- Frequency = {127, 243}, -- Default frequences. Must be a table 1..n entries!
@@ -1837,7 +1665,7 @@ end
-- -- Google Cloud
-- gcloud = {
-- voice = "en-GB-Standard-A", -- The Google Cloud voice to use (see https://cloud.google.com/text-to-speech/docs/voices).
-- credentials="C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio\\yourfilename.json", -- Full path to credentials JSON file (only for SRS-TTS.exe backend)
-- credentials="C:\\Program Files\\DCS-SimpleRadio-Standalone\\yourfilename.json", -- Full path to credentials JSON file (only for SRS-TTS.exe backend)
-- key="Your access Key", -- Google API access key (only for DCS-gRPC backend)
-- },
-- -- Amazon Web Service
@@ -1905,7 +1733,7 @@ function MSRS:LoadConfigFile(Path,Filename)
local Self = self or MSRS --#MSRS
Self.path = MSRS_Config.Path or "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
Self.path = MSRS_Config.Path or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
Self.port = MSRS_Config.Port or 5002
Self.backend = MSRS_Config.Backend or MSRS.Backend.SRSEXE
Self.frequencies = MSRS_Config.Frequency or {127,243}
@@ -2116,7 +1944,7 @@ end
-- @param Core.Point#COORDINATE coordinate Coordinate to be used
-- @return #MSRSQUEUE.Transmission Radio transmission table.
function MSRSQUEUE:NewTransmission(text, duration, msrs, tstart, interval, subgroups, subtitle, subduration, frequency, modulation, gender, culture, voice, volume, label,coordinate)
self:T({Text=text, Dur=duration, start=tstart, int=interval, sub=subgroups, subt=subtitle, sudb=subduration, F=frequency, M=modulation, G=gender, C=culture, V=voice, Vol=volume, L=label})
if self.TransmitOnlyWithPlayers then
if self.PlayerSet and self.PlayerSet:CountAlive() == 0 then
return self
@@ -2156,7 +1984,7 @@ function MSRSQUEUE:NewTransmission(text, duration, msrs, tstart, interval, subgr
transmission.volume = volume or msrs.volume
transmission.label = label or msrs.Label
transmission.coordinate = coordinate or msrs.coordinate
-- Add transmission to queue.
self:AddTransmission(transmission)

View File

@@ -5,7 +5,7 @@
-- ## Features:
--
-- * Create a SOUNDFILE object (mp3 or ogg) to be played via DCS or SRS transmissions
-- * Create a SOUNDTEXT object for text-to-speech output vis SRS Simple-Text-To-Speech (MSRS)
-- * Create a SOUNDTEXT object for text-to-speech output vis SRS Simple-Text-To-Speech (STTS)
--
-- ===
--
@@ -24,7 +24,7 @@
do -- Sound Base
-- @type SOUNDBASE
--- @type SOUNDBASE
-- @field #string ClassName Name of the class.
-- @extends Core.Base#BASE
@@ -100,7 +100,7 @@ end
do -- Sound File
-- @type SOUNDFILE
--- @type SOUNDFILE
-- @field #string ClassName Name of the class
-- @field #string filename Name of the flag.
-- @field #string path Directory path, where the sound file is located. This includes the final slash "/".
@@ -160,7 +160,7 @@ do -- Sound File
-- @param #string FileName The name of the sound file, e.g. "Hello World.ogg".
-- @param #string Path The path of the directory, where the sound file is located. Default is "l10n/DEFAULT/" within the miz file.
-- @param #number Duration Duration in seconds, how long it takes to play the sound file. Default is 3 seconds.
-- @param #boolean UseSrs Set if SRS should be used to play this file. Default is false.
-- @param #bolean UseSrs Set if SRS should be used to play this file. Default is false.
-- @return #SOUNDFILE self
function SOUNDFILE:New(FileName, Path, Duration, UseSrs)
@@ -249,9 +249,6 @@ do -- Sound File
-- @param #string Duration Duration in seconds. Default 3 seconds.
-- @return #SOUNDFILE self
function SOUNDFILE:SetDuration(Duration)
if Duration and type(Duration)=="string" then
Duration=tonumber(Duration)
end
self.duration=Duration or 3
return self
end
@@ -292,7 +289,7 @@ end
do -- Text-To-Speech
-- @type SOUNDTEXT
--- @type SOUNDTEXT
-- @field #string ClassName Name of the class
-- @field #string text Text to speak.
-- @field #number duration Duration in seconds.
@@ -359,7 +356,7 @@ do -- Text-To-Speech
local self=BASE:Inherit(self, BASE:New()) -- #SOUNDTEXT
self:SetText(Text)
self:SetDuration(Duration or MSRS.getSpeechTime(Text))
self:SetDuration(Duration or STTS.getSpeechTime(Text))
--self:SetGender()
--self:SetCulture()

View File

@@ -21,7 +21,7 @@
do -- UserSound
-- @type USERSOUND
--- @type USERSOUND
-- @extends Core.Base#BASE

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